@nine2fivestudio @noyoushutthefuckupdad @37712 @SuperLutheran @tomey an important fault to avoid in puzzle games, which I've seen in Lolo-like games especially, is publishing your game design tests as a 'tutorial'.
level 1. here's feature #1
level 2. here's feature #2
level 3. here's feature #3
it immediately feels like a slog to go through these completely challenge-free levels that each introduce a single new thing or a single new variation on a thing. "When is the game going to start? Am I even going to remember feature #2 when the game finally starts after the introduction of feature #53?"
What's preferable is enough features to start the game with some puzzles, and then as new things appear, those new things should be worth some puzzles. Lolo on the NES had 99 levels but it wasn't 99 features across 99 tutorials.