Alright, played through the entire game again, I think you adjusted a couple of levels and added a new one? It definitely felt a little less tedious on this playthough. Overall, very solid game, I love the low-poly style, the silliness and Stephen's Sausage Roll, in spite of not finishing it, is definitely one of my top-5 puzzle games of all time.
Gonna go against the flow a bit here and say that the level design left me feeling like it wasn't living up to the game's full potential. To me, the best puzzles are those that make me think "Well, this is clearly impossible", followed by a (or multiple) revelation(s) about either the game mechanics themselves or the specific layout of the current puzzle, after which the solution more or less falls into place. I think it's those revelatory moments that I'm currently missing in this game. Don't get me wrong, maneuvering within these tiny spaces definitely felt challenging, but I never really felt like I was truly stuck and thus never felt the joy of overcoming that stuckness.
That might just be me, though. IIRC the original Sokoban was also a lot more about maneuvering and less about lynchpins and was still widely successful. Also I am fully aware that this is still in a very prototype-y state and for what it is so far, it's pretty good! The level design is in no way bad, it just left me wanting something more, which is honestly a good sign. Just figured I'd share my experience :)
EDIT: Another caveat I forgot to mention is that I'd like to think I'm still pretty familiar with SSR-like movement, so maybe that's a reason why understanding the movement in this game didn't feel as satisfying as it might to people who are less experienced with puzzle games.