Thanks for the feedback! I already fixed the zipline bug and uploaded a working version. I think I know what's causing the optional dialogue bugs -- if I'm correct in assuming you played through the tutorial, that is.
Now, as for the concept: mechanical similarity between generations was an intentional choice to make it feel a bit smoother to play across generations, but you make an interesting point. It's something worth considering, and would mean I'd have to completely revamp my approach, which might not necessarily be a bad thing.
That said, I'm intent on keeping the puzzle-y design. I know each level can be crossed at least 6 or 7 times before you start running out of blocks. Platformer/strategy isn't even really a genre yet. Maybe I'm starting to see why, but I'd at least like to see it through.