Neat idea. Reminds me in a way, of a 3D Sokoban/Mole Mania clone I was once working on. It might just be me, but with the timing-based puzzles, I find it's too hard to predict exactly what will happen, so I was relying on trial and error more than actual strategy, which is not so fun. And I don't love the presentation - very reminiscent of '90s shareware games. I definitely think there's potential here, though. I'm sure you could easily churn out a hundred levels (and a bunch more new kinds of block) - the 3D aspect feel really underutilized, so it would be nice to see some more puzzles playign with that (with ramps etc).
Oh, and the solution to "stuck in a loop" is very counterintuitive, relying on the purple block behaving in a way that you would never expect.
Thank you for the feedback! I tried to add some diversity to the levels, and introduce some "unexpectedness" to make things interesting. Maybe this is a bit too early in the game as the player is not capable of finding out the solution, and I should focus on "training" the player to build a better intuition and then give them such levels later. What do you think I can improve on the presentation aspect?