I'm glad you enjoyed playing. I tried really hard to avoid a tutorial so I did my best to push players to see that they are losing control in level 1 and especially 2 when you're forced to run out, but i think further emphasis on the empty meter like it shaking or flashing could make sure that everyone realizes that they're out. As for level 7 - it's focused on understanding the usage of control delay to turn anticlockwise with a clockwise card... The game should have had a skip button cause I'm not sure anyone has even seen the later mechanics...