I'm aware collision checking is super buggy, it's definitely one of those things I'll need to work on for the post-jam version... right now I mostly tried to hide the issues by adding grace ranges and designing levels to avoid causing the edge cases, but there's a bunch of inconsistencies where the same action randomly succeeds or fails depending on what the maths feels like. I rolled with Game Maker's built-in collision system to speed up development, but it'd probably make sense to have my own grid-based approach for more control (rooms only really move in tile-sized increments anyway)
Glad you enjoyed the game despite the issues though! ^__^