Pretty nice, but as other comments have previously covered, painfully slow with a murky hitbox.

It wouldn't be so bad if there was a type of 'checkpoint' every red line that was passed, so whenever a walker died they teleported behind the most recently passed line, but they teleport all the way back to the beginning, making the puzzle less fun and more grueling.

Just as well, this issue is compounded by the complete reset of taking a panel out from under a Walker over a ledge, even though they can float in a stationary pattern?

I'm honestly confused. Your choice of mechanics do not make the game more difficult or rewarding in any way, they only make them more of a chore. Why design a game that way?