I like that we both had a very similar idea (each block push counts down the number of moves, and you have to land on the target at exactly zero), but such different takes. Yours is a "roll" rather than a single-tile push, which changes the dynamic a lot (you aren't limited in the total distance you can push a block, just the number of "turns"). I found this escalating in difficulty a bit too much for my liking (the possibility space was huge by the third level or so), but a good mechanical implementation of the theme.