Thanks for the feedback everyone!
@ackbad Yes, getting the pickup to work at all was tricky, and with more time I would aim to improve it. I was thinking that better visual feedback on the targetting would be a start.
Getting crushed by a resting block sounds like a bug, though thinking on it the blocks only determine if they are "resting" by attempting to move into a space and being unable to do so, if you happened to be jumping against the bottom when the drop timeout hits, I can see that happening. I guess ideally the block should check whether they are in a resting position after each successful drop instead.
I appreciate that missing a jump and having to restart would be frustrating, but I also wanted to include being unable to jump over a wall, and needing to use blocks to make steps. So I'm not sure how to fix that. Maybe shorter levels with a more convenient restart, or a respawn waypoint that doesn't restart the whole level... I'd have to think about that.
@5mixer I think with more time I'd have the carried block move away from you if you moved/jumped towards it, I did find during testing that pulling the blocks along behind you was easier than pushing them.
But overall yes, I wish I'd been able to spend less time fixing technical issues and more time on UX refinement and level design. Definitely a good lesson for me, for future game jams.
@godsboss Yep, that looks like you're stuck. I'm not sure I could re-design to make getting stuck more difficult, but maybe smaller levels and a no-confirm quick restart button would be the way to go?