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Thanks for your feedback! Yes, we've definitely learned this jam that we should make the goal very clear to the player. I wanted to add some sort of in-game tutorial, but ran out of time.  

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I suppose tutorialising your game is sooo much harder without a cookie-cutter level system. In my game, I designed random cool puzzles, ordered them, and then was able to just attach a line of tutorial levels on the front of that. Its a really easy way of making for a good learning curve. Sadly, making a more interesting game structure (like yours, which doesn't have levels) requires you to be thinking about how you teach your game from the get go, rather than as an afterthought you can just stick on the front of your game