I like the more narrative take on the theme here!
Wrapping your chain between multiple rooms is a very cool concept, and I like how it works very well with backtracking to old rooms with more length so you can optimize their positions. I do wish that with this, there would be some sort of puzzle that depends on how arranged a room you aren't in anymore. Like maybe you loop over it (but not enough to do the whole planet), and so you need to arrange it in a way so that you can get past your own chain thats blocking your way.
You could also maybe implement some objects that you shouldn't break, (easy option would be expensive pots, but you could also do like a space airvent or something else), which would cause the player to be mindful in where the chains are going to end up, making some puzzles that are inverted from the hedges mechanic.
The hedges are a nice touch to add some variety to the levels, making a certain arrangement to get rid of them is a nice break from the general draw the most optimal line paths.
I wasn't able to get past the 3rd level. It seems like I should be able to grab the chain extender in the first left room, but I am just out of reach. Maybe this was a design error or something else, but it seems like a small fix.
Visuals are nice and cute, but some audio would help bring the game together.
Nice job!
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