Hmm, while I do think the concept has merit and the later levels showcase some of the interesting puzzles that can be wrought from the mechanics, as it stands right now, the game feels really janky and unrefined.
While it takes a moment to stop babying you, the game does a decent job of escalating the challenge of the game in interesting ways with all sorts of new mechanics and obstacles to contend with. Some of the later levels do get pretty elaborate in really interesting ways. But overall there's just a real clunky construction to it all that not only negatively affects the general feel of the game with its odd and inconsistent collision and boundaries and lackluster special effects, but also effects the puzzles themselves. It can be difficult to parse the solutions due to weird logic from the mechanics, like how you exploit the fact that flashlight users turn instantly with no transition and therefore you can stand in the gap between turn angles to illogically avoid detection, and like how the puzzle don't reset upon death, meaning you can brute force the solutions by just killing yourself to move back to the start instead of having to make your way back yourself (in fact, it seems like some of the solutions intend for you to do this, which is very weird, it's like creating jumps that require you to exploit coyote time: it's just not supposed to be done like that).
Again, I think the concept is pretty decent and does get my imagination going with ways it could be built upon, so in that regard, I think it's a decent game jam result. But as a game to play right now, its execution currently feels quite underbaked and in need of considerable polishing.