I dont usually give too much criticism but I feel like you'd benefit from a couple of suggestions going forward:
- A tiled background in a similar colour/style to the main blocks would do a lot to make it look more polished
- Be more generous with the space that the player has to make jumps, especially considering obstacles over their head or the leeway when they need to clear a certain height. It should be obvious if you can make a jump or not
- The aiming system doesn't seem to contribute much, I'd consider letting the player lock on to an object so that they don't miss, and have the mirrors always launch a valid shot in the same direction so that it can't miss on the third bounce (this is actually a similar problem to what Mark went through with his magnet game at the beginning, needing to decide between action and puzzle)
I really like this entry, just wanted to give some pointers, and I hope that you don't take this as a negative, as there were a lot of good elements / decisions in the design.