Thanks for the elaborate feedback! I think I could have cut a few of the levels early on where things got a little easy, but in all honesty my aim was never to make the game super difficult. I wanted to have it around the point where you can probably figure it out pretty easy but it's not so easy that you do it without any thought at all. The example you gave of 'simply fixing it' at the end is I think still nice to me, because the player has to think about how to fix it!
About limiting the turns... I think the suggestion in the comments below by Murrl would be nicer; with a 'bonus' for solving the level in x twists/moves. On the other hand, I notice that personally that tends to give me a lot of hints on how to solve a puzzle, especially in these dice rolling games that are prevalent in the jam.
I think I could have played around with less linear levels too, but I ended up choosing to keep the smaller ones as more bite-sized levels simply felt better to me. Perhaps if I continue this in the future, I can explore something like that a bit further :)