It would be more challenging if the blocks were a bit more ambiguous. As is, the blocks tell from the first what can not be done, thanks to that, automatically, we know where to go.
This one feels pretty messy, too. A lot of the blocks are just there as placeholders, and there's no real point to interacting with most of them after a brief inspection of the level. The solution is a little cute, but I think this could've been much more interesting.