Thanks.
Indeed a big part of the early game is to actually figure out what is going on and exactly what the rules are. One of the main tricky level design features is the "one stap away from the goal, yet the correct solution is completely different"-feature which I think is cool and fits in this game well.
I think GDWC might be a bit ambitious for me, but I will keep it in mind in case I start doing a larger project some time.