It would work only with linear levels (currently "experience mode"). For more open levels it won't help, and currently they are still linear with mazes at some bits, while I plan to have levels with really much more open structure.
Generating level and keeping turn counts is not that trivial thing. But there is one much simplier approach:
1. count rotations done by a player so far.
2. generate level in usual way and count rotations needed to finish level (even for open levels we can just assume the shortest path).
3. if we would be rotating further away from zero, just... mirror the whole level. Then all right rotations will be left and vice versa.