A game that's both minimalist and challenging, yet also could have done with some further development before release. The biggest request I'd have would have been the inclusion of some more sound effects. Even though the game lacks a lot of visual detail, at least adding in some audio cues for when your avatar jumps or lights up a panel would have given it more life. Some hydraulic or mechanical movement noises for when you move would have been cool too. While I'm not really deducting points based on my suggestions, this a very quiet game and without the soundtrack to serve as filler, it sounds lifeless and dull.
Speaking of the music, that in itself needs to be changed; it's too aggressive for this kind of game, and it lacks any real identifiable melody. For a puzzle game which doesn't utilize any flashy effects or contain any real sense of pacing, you need to utilize a track that's catchy in order to keep the players focused during those times when they're struggling to pass a certain part of the game. This might sound trivial at first, but look at games like Tetris and Dr. Mario; people come back to those game alone for its music. Not to mention it also adds replay value.
The controls are halfway decent; it's simple enough and most of it is self-explanatory, even if you exclude the tutorial stages which generally teach you what to do. But I would have added tool tips which appear when leaving the mouse over the buttons (that the player uses to control their avatar) to not only serve as a reminder later on, but to also visualize which direction they'll be facing when selecting the left and right buttons in particular. I know the game doesn't penalize you for replaying the stage, but when you're setting up a very long cue of commands, in combination with the isometric perspective approach with the graphics, having that extra information could benefit players who don't have a keen sense of direction quite a lot.
The "buttons" also seem to be stubborn, and like to stick. It's not the worst thing in the world, but when I tried to drag a button away from the command queue, a few times it ended up popping up elsewhere and would end up causing a hiccup somewhere in the playback unexpectedly. I wouldn't say to remove the drop 'n drag style of how you actually play the game, but the secondary ability to simply click a movement to be able to remove it instead would have been a great work around. It also would in being able to delete multiple commands in succession a lot faster too.
Other than that, I don't have much else to say. For a game for keeping yourself busy during, say, your breaks at work, lightBot is perfect. I think you've caught onto that idea, seeing you've already developed mobile ports. In retrospect though, this particular version is worth checking out if you're willing to learn and master its programming-styled problem solving. Since the game is designed around completing the levels using a very limited amount of moves, the art of being able to compress and loop different kinds of commands is essential. Give it a try!