Thanks for the feedback! I might write a postmortem or devlog about my design decisions (or lack there of). About 50%-75% of my way through, I realized that the game essentially ran on "cycles", and that the wait powerup was essential a "change cycle button", instead of a "get out of jail free card". This caused a problem where using the power up could just put you into an unwinnable situation. I also didn't think that puzzles where the solution was a "use the wait power up at the right place to change the cycle" would be easy to understand. Unfortunately I didn't have the time to go back and redesign levels/mechanics with this new understanding.
If I expand the game, I'd probably rewrite boxes so you'd move along with the box so they don't turn into reusable clock power ups. And also think of ways to teach "cycles" to the player better.