I tried my damndest but the first lever level broke me. This is a mindblowingly cool puzzle premise, but I think the main problem is the levels don't do enough to teach the player what to do; we're simply given a mechanic and left to figure out what to do with it. I can't imagine the task of having the level design lead the player in the right direction is easy when the level itself could be hiding the direction, but it's what needs to happen at least until the player can get to grips with what options are available. Great work!