So, besides the obvious fatal flaw of how easy it is to get unintentionally stuck and have to restart the game from the beginning, this is actually my favorite game in the jam so far. In fact, it's incredible for me to see a Corrypt/Promesst/Game Title/Aunt's Flora's Mansion/Ludoname style large world sokoban game that Jon Blow loves in a jam.
If you played Aunt Flora's Mansion though, that game also has a problem where you can easily totally break your game and get stuck, but it has save blocks that are dictated by the player. It would have been nice to have that here -- or at least a press R to restart the room feature -- or more than 20 moves history at least, I don't know if there's some technological reason why you couldn't have more than 20 moves (and why it couldn't cross rooms), but I was almost incredibly angry during the final green block section when I thought I stucked myself when I hadn't.
What you did have was a "Press Z to unto" message, which, once you realized the purpose of it was essentially the same as the Morrowind "The thread of prophecy is severed" message (because you killed an essential NPC and the game is unwinnable), it became incredibly useful to tell you when you messed up. Or at least before the final green block section, where I got that message twice but still was able to complete the game.
Still, designing this kind of game where literally every block is linked and having the game still be playable (as in the player doesn't stuck themselves unknowingly mostly) is an incredible feat. I'm curious about how the Z to undo thing even works because I feel like this kind of problem would be Turing complete and actually as impossible to solve as the halting problem (I mean clearly it's not perfect, but it functions well enough to be incredibly helpful).
Anyway, like I said, despite the brutal unwinnable by design nature of the game, I absolutely love this.