The concept is fun and exciting at first. I stopped at stage five because the challenge started to feel overly reliant on negotiating with an uncomfortable/imprecise control for picking up and throwing objects. It's in the awkward space between being a tight/precise puzzle game and a fluid platformer.
Thanks for the comment. The pickup detection hitbox was meant to be replaced with some something a little more intuitive but I didn't get around to it by the end of the 48 hour deadline. Do you mean the 4th stage? If so, that was the stage that I had the least time to iterate. In a full version of the game, I wouldn't increase the difficulty so quickly and would instead be looking to introduce new enemies and items to vary the challenge.
Oh hey, I more or less had the same issue. The concept is pretty fun, and I liked how the first level made you realize the different mechanics very quickly (pushing, grabbing, etc). Didn't expect to die when I accidentally tossed a block the wrong way, which surprised me, but then it quickly became frustrating. Overall a pretty fun game for what it was, though