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(+1)

Thanks for playing! I agree, it was difficult to balance, and if I had more time I would have had an in-depth tutorial. But sadly gamejam time constraints forced my hand. Custom levels is a great idea, and I may consider adding it after the jam. 

I just wanna make a personal opinion here, for the future. I'm not sure what you have in mind for an "in depth tutorial" but I would say, do your absolute best to take out as much reading as possible.
There's definitely people that can be bothered reading lots, but there are also those who can't. Regrettably, I typically fall into the 'can't be bothered' section, especially if its within the first 5 seconds after I click play.
I find myself skipping a lot of sometimes important stuff in dialogue, or not reading helpful walls of text until I start to get frustrated. Which, ironically enough, was the fault of mine on Zenryoku's (original commenter here) game, lol.

One of the submissions in the jam, https://sairon711.itch.io/rebuilder-cursed-samurai has a big issue with this.
There is so much writing, explaining everything, and I don't think I personally even read more than 2 full lines, and still learned how the game works.
So the way their game is designed, it's easy to figure out, but they still over explain a lot, and its rather intrusive.

So, I would highly suggest trying to design a tutorial using 0 words, first, the adding as few text where it's needed after. Then explain in detail things that might be interesting. Like, how hurricanes work and why things do stuff. But make it something the player can read if they want to, rather than including it in the main tutorial.

If you have new mechanics that get slowly introduced. A single easy level between real levels, that just basically shows the player what that new thing does, can be pretty helpful.
Rather than pausing the game, and giving a big old essay about how it works, just slam them in a spot where it's the only thing they can use and show them how it works.

Yeah, that is what I meant. Interactive text and arrows on-screen introducing new mechanics in each level. I had no time for that, though, given that I pushed the final update just a few mins before the deadline.