Hey, this is a neat puzzle concept. I like the mix of fully planning in advance but having to execute in real-time. Quirks of the tile system (and That Bug) do make the timings tighter than they should be, especially on the last level, but it's a jam game and that's a question of polish. Excited to see where you take this, and glad to hear this is getting a post-jam update! I'd definitely play it again.
(Also, the pathfinding bug has been talked to death but honestly I think you could replicate the behavior and turn it into a predictable puzzle mechanic? Before I realized it was a bug I thought you might've been about to introduce some sort of "fix broken-down car" idea.)