One of my higher rated games in the jam. Execution is clean, and the design is focused on one thing. The theme is actually integrated into the gameplay, not just slapped onto it.
As a game design, I think this struggles with the marrying of continuous and discrete design spaces. If I were to compare this game to Tetris, the obvious difference is that in Tetris every move happens one tile at a time, and the scoring is also one tile at time.
In this game, pieces can occupy the space between tiles, and they can rotate a full 360 degrees (so much freedom!). Movement depends on physical interactions. The game is still scored using the discrete per tile "Tetris" system, but because you can move everything so continuously, more of the gameplay becomes this finicky struggle to get the pieces to do what you want them to do.
In Tetris, I look down and see a hole where I want to place my piece. Then I place it. The discrete movement system makes my choices much simpler, and that's why that design works.
In this game, I look down and see a hole where I want to place my piece. Then I furiously click and drag the crap that keeps falling into the hole up and out of the hole, trying to open a space for my piece to fall into. Eventually through a long laborious process of trial and error, my piece goes in, and then I've got to do it all over again.
It just doesn't feel satisfying. I dunno, maybe if you make that intentional like a Bennet Foddy game, you might find an audience for it. But I usually want to feel good when I play games.