I liked the direction of this game! A simple baseline mechanic turned into a connected location-wide puzzle is surprisingly tough to execute well. One of the issues of that is the amount of variables; and, in my opinion, such an issue undermines this game too, in two ways.
First, as a designer, you end up having too many things to keep in mind. Every puzzle connects to every other puzzle, and this eventually limits you. Worse yet, it can make the whole system fragile - while somewhat remedied by the undo button, if something breaks in room A based on the player's folly in room B, there is little salvation. I ended up softlocked like that in the twisted corridor on the top right of the map, but I am unsure if there are no other places like that.
Second, as a player, if a new challenge demands that you backtrack several rooms to flip the switch to open the path onward, you might feel smart about remembering where it is; but if you need to do that backtracking multiple times, and if the results are not always easily visible (one is unlikely to remember just how far right the blue box needs to go, for example), this would only increase. I do not see a remedy to this, not immediately, at least; but the small size of the game sure does help to alleviate it.
So, in a way, this game suffers from growing out of a system that gets harder and harder to handle the longer it goes. Perhaps, a way to lock the dead ends opening rocks in place could work. Perhaps, an ending could be placed just after you use the green rocks to open the door to the next puzzle. But the idea is ambitious, and it is clearly handled with utmost care; and that I certainly respect.