Thanks for playing! Sounds like the parts I was most proud of were working.
I agree that moving away from RNG is probably wise. I experimented with manipulating the stream of tiles so that it would gently guide you towards being able to complete your goals, but ran out of time to implement it in a way that felt better than randomness.
I think having a menu of potential goals to complete (probably with tooltip text) would also help guide the experience along. You could still have the quality where the various goals scale in difficulty as the run continues, but you would have more agency over it rather than just being saddled with something hard straight off the bat.
Cheers!