Okay, so I love this game! Probably not surprising since I'm a developer and all and count TIS-100 among my favorites, but I think it's very well done!
The graphics and audio are really great, their little faces, the explosions, delightful. The intro is excellent, exactly the amount of hand-holding needed, with good pointers and examples and such. The level of polish on this game is really impressive. And the mechanic is great - I know my trees well, and this got my brain thinking in a different way (okay, *everything* after this has to be greater...) that was really neat.
My first run I did with something like 20 mistakes in 22:59, the second run was 6 mistakes in 10:49, yay! And all but one mistake was in the slider bits (in the level with the two blocks up high, after the stars, I forgot to avoid them the first time, oops!)
Which brings me to the slider bits: I do like them, and I agree with @atmospherium that it is close to being a good mechanic. I think a couple things could improve the experience there. A few ideas: - It's annoying to have to re-solve the first part of the puzzle just cause you misjudged the sliders - it would be nice if those two bits were separate for at least the slider levels - a retry loads the blocks that you started with. - The continuous slider makes it harder to guess - I think with the existing game you might be able to just swap in a discrete slider with five evenly-distributed positions and have things still solvable. That would take some of the guessing out - there are only so many values to try, and makes it easier to visualize. - As others have said, it's unclear when the slider is gonna apply to which block - some indication there would be helpful - Some sort of grid/ghost block mechanic would be useful for the whole game (I had a hard time visualizing where they would go sometimes), but the sliders add an extra complication because the grid isn't fixed any more. Maybe show a ghost block pair for the next block to come that changes as you slide? - Perhaps for sliders, have it be more turn-based - set the slider, release the block, set the slider...maybe combine or not with the ghost blocks? I'm not sure on this one, because part of the challenge is the timing bits.
Like I said, I do like it - it adds (almost literally) another dimension to the game, and is a good addition to shake things up a bit once you get comfortable with the regular mechanics. I think just not having to re-solve the first bit each time would go a long way towards making it more fun, and a discrete slider would make it less guess-y.
I'd also second it being a great mobile game, albeit as you mentioned pretty short. Might be a great candidate for [Google Play Instant](https://developer.android.com/topic/instant-apps/) - I'm not sure if Unity supports that, but seems great for quick games like this. No install needed, while still giving a native experience.
One bug I noticed that's *not* recoverable: if you grab a block right after hitting the reset button (before the blocks fully load), it'll only load a few blocks, and those you can then just grab and position anywhere...and then after hiting play, it loads the rest of the blocks but then you can't interact with anything any more, or reset.
I made a video of the bug, which was too large to upload as a gif here, so I put it [on Giphy](https://gph.is/2HvjMlu).
Like the other mentioned, kind of a monkeying-around bug that most people probably won't hit, but...I'm good at breaking things! Oh, and one other minor thing: hitting Esc to get back to the menu dumps you right into the first level, but if you beat the game (or restart it) it re-runs the tutorial - probably not a huge issue as it's not like it's a huge replay-value type game.
Oh, and I did find the secret Dead Blocks game! Loved the alternate ending copy. Thanks for a delightful little game, definitely one that stands out for me.