Love this! The fanning out of the dice is interesting, I find navigating the spaces really satisfying when chaining the jumps. I was stumped at the last level, but then I realized the behavior of the pushable blocks was crucial to the solve. I saw your tweet mentioning the jump meter/height as a scar from the previous concept, and while I think having puzzles based around the value of the die would be fun I do really like the movement mechanics as they're presented here. There may be another game or mechanic in there, but sacrificing that element of the theme resulted in something really fun. Great work.