So after playing this I can check the idea originality of the idea is its keypoint, a single mechanic that, if had a better level design could lead to a great puzzle game.
Also, as the player needs to build a clear strategy before playing the game it is needed that the controls responsiveness and player detection points at level are more polished , I found myself in getting to plan and choose the control to deactivate correctly but failing at completing the level because a trigger would push me in any direction just by 1 milimeter.
I didn't like the idea that after getting the key the game would take me back to the planification stage, it first lead me to think that I did something wrong or I had to start again with the same objective, after checking it wasn't like that, it made me feel that I just completed a half of the puzzle (Player to Key) when my feeling is that the whole puzzle should be a complete cycle (Player to key and then Player to Checkpoint).
Finally there should be a part for controls in game description, as it took me a while to figure out that A - S corresponded to left and right movement.
However my overall sensation was good, really interesting gameplay concept for a Jam.