Thordur, thanks for sharing!
it felt weird to me that pressing up resulted in the following transition:
played a bit more - ah ok i see it's a core part of the mechanic.
I wonder if there's a different visual representation that'd make it feel a bit more natural? Because it's a bit funky, right?
I quited enjoyed the first ~5 levels -but then things started to feel a bit samey/trial and errory (at least my approach to them became so) - the complexity of moving lots of objects around in a confined space can make things seem a bit arbitrary/overcomplex sometimes.
Currently stuck on this level, which I'm happy to be stuck on:
I like that you're not going for the standard sokobon thing of wanting to place the crates on exit points.
I liked seeing a couple of levels with chambers like this appear
I did a sokobon-style game with sticky blocks ages ago (the details of the behaviour were different to those in your game. If I remember correctly, one time I tried to port it as an exercise, and couldn't replicate the mechanics exactly - I think I actually ended up with the style of sticky blocks that you have in this game instead :P ) and the same shape of level ended up popping out of it.
best,
S