That is a V E R Y good point you're making with having run out of what levels I can make, it already wasn't easy to get it to just 5 levels.
If I’m ever turning this into a full game, I’m almost certainly going to have to introduce more mechanics as the player progresses if I want any chance of squeezing out enough content for a full game. Some ideas I had include chains and hinges (so that the level isn’t just a single solid piece) and portals that teleport the ball (even if it’s pinned)
Another thing I would probably do is encourage the player to swap pins (i.e. pressing space) as few times as possible, possibly with some sort of scoring system. To beat levels in as few swaps as possible, you have to plan things out and have a deep understanding of the puzzle, in other words, you have to properly solve the puzzle, whereas with unlimited swaps, you just kinda mess around until you get it. I was originally going to add a swap counter and the aforementioned systems to encourage players to keep it as low as possible, but didn’t end up doing so because of game jam time constraints among other things. However, you gave me the idea to do the next best thing and I updated the description on the game page, go check it out!