I really like the game loop and aesthetic, but the onboarding and learning curve feels reversed. For example, having A for Deny and D for Approve. If it's kept constant in each round it doesn't become a challenge anymore. However, if something like that is introduced in a later round after the player is acclimated, it can multiply the strain to the player's mental load . Round 1 was much harder for me than Round 2 because I was overwhelmed trying to learn all the mechanics at once, which I'm not sure is what you intended. A more forgiving learning curve may look like early rounds focused on accepting items by type and items with gems, middle rounds focused on "Not" and "Except" cases, and late rounds can swap A and D to add that final layer of spinning plates.