Really nice aesthetic, and the sound affects were great too. The switching mechanic at the end was good. I ended up skipping some levels in the middle, as they were quite easy and I felt I wasn't learning much with each move. I think you could either 1) lean into the puzzle aspect, and increase difficult and variety, or 2) go with the vibes, and give the pieces personality/a story.
Personally, I'd prefer the vibes; this lacked depth for me as a puzzle game (has of course potential), but I would totally like to see how that little guy unravels more of the story of freeing a princess or something. Then, the puzzle elements don't have the pressure to be the fun factor, and are instead more there to time-filling for easy content.
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Thank you so much for playing and for the thoughtful feedback! I really like your idea of leaning more into the vibes and giving the little piece a personality and an unfolding adventure story.
This prototype was mainly focused on establishing the countdown and movement mechanics, but I agree that the middle levels could use more variety and a stronger sense of progression. Adding a narrative between levels could give the easier puzzles more purpose without forcing every level to be a difficult puzzle.
If I continue developing the game, that is definitely a direction I would love to explore. Thanks again!