Coming from an old head who's been playing Flash escapes since The Crimson Room: you've got a good game here. It's a bit of a pixel hunt in terms of discovering what's relevant and what's background, but the low-resolution art and the lack of obvious highlighting turns that into part of the game design. It lets you give the player revelations like, "oh, this oddly-shaped piece of train track is actually meant to be part of this other thing", on top of your more conventional puzzles. I'm reminded of Kotorinosu's Pixel Room, which used the obscurity of the art to similar effect in the early phase of the game.
I also appreciate the nonlinearity and the lack of handholding. The player is allowed to explore the space, again figuring out what's relevant, without having you figuratively stand over their shoulder and shout about what to do next. If they end up stumped or confused on one path, there's two others to make progress on, but it's not so disconnected that one feels like they're flailing.
One downside to the pixel art and the lack of handholding was that, with the barber pole puzzle, the design of the lit-up power bar made it look like I might need to solve the barber pole two more times to light up the remaining squares (which I've now realized are meant to be empty plugs). I've run into puzzles that require multiple different solutions in other games, and the barber pole didn't lock itself, so I wasn't 100% sure I was done with it until I had escaped. This is not meant to complain about this puzzle specifically, more to address the possibility that your players might not know they've cleared other puzzles.
The tilting platforms minigame was also a bit more challenging than I expected, until I figured out that 1. it takes multiple clicks to change the visible angle of the platforms, and 2. if the platforms are flat at all, the ball will jump off the end like a ramp rather than dropping off.
I'm looking forward to the full version of the game!