Nice work on this! I absolutely love the visual style; it's so pleasantly unique! To sum up my experience, I found that approaching this game more like an Into the Breach-style strategy game instead of the classic "find the solution" puzzle game made me enjoy it a lot more.
While I didn't have many issues with the trial and error required to grasp the mechanics, I think a little bit of tutorialization explaining the randomization of the tool order would go a long way; I actually had to check your devlog to figure out why my carefully planned moves for 1-2 weren't panning out as I wished.
I agree that there is definitely a big design challenge in dealing with the randomness. I personally think that right now the RNG dictates too much of a level's outcome. Sometimes the "dud turn" issue is made multiple times worse because you are forced to move out of an advantageous position, causing you to waste the next one or two turns as well. Sometimes it can be fun to try and figure a way to accomplish something despite the setback these situations, but that depends on what kind of hand you're dealt.
At the moment, I can't say that I get your vision for this game quite yet, but I'm intrigued with where you will take it. I definitely can't deny the fun I had playing, nor the satisfaction I felt after clearing all the objectives in a level. Kudos on all the work you've accomplished this month. Keep it up!