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(+1)

This is a very good concept generally executed quite well, but these puzzles are *way* too finicky. People have talked about level 10 plenty, but level 11 is a particular bugbear personally. The complete erasure of progress because you failed to see one pusher is active is frustrating to the point of feeling player-hostile.

I feel like you can either demand perfect planning or perfect manual execution, but you definitely shouldn't be asking for both, especially not at the same time. 

That is the general consensus I have been seeing. I definitely will work on revamping some of the levels in the future to rely less on quick reactions.