"It's too easy", no, just kidding, it is super fun.
It is more like shapez than factorio to me, since it mainly challenges my geometry logics than any factory throughput stuff.
I like how i am confined in a very small space, so not just the geometry logics was challenged, but also how i need to cramp all the stuff in the space.
I'd say the levels 1-12 are like tutorials. I breezed through them with at most 1 failures, then i immediately get what's wrong with my assumptions and fix the problem. Actually quite a lot of them are simply one-shot. It means that you have spent a lot of time tuning which puzzle comes first, so that i am gently taught how to play the game, one trick at a time.
I wish i can right-click a cell to clear it, as if i am using the eraser tool.
Man, your game is very well-programmed. everything "just works".
Another nice thing to add would be the ability to skip puzzles, and/or a puzzle selector, to quickly skip to / from a puzzle.
(Ok, one last puzzle before i beat them all... Wait for it... Ya i watched the walkthrough after lv14, just to see how many levels are there. You can say i got a bit fatigue from it. Still, lv14 and lv15 are engaging enough once i get myself to challenge it.)
Ok, the game challenged my assumptions really well in the last level. While some of the previous levels got me because i wasn't familiar with the game system, lv16 was definitely one that required me to think outside the box just a bit. Although i figured it out while designing (i.e. dry-run in my head), i still got that aha moment, even if just a short while. It is good signs for a puzzle game.
Now i just wonder what more can you put into the game to make a full release. As-is? Cool but is it enough to be sold for 0.99usd? probably.
More shapes? Triangles? more dimensions in the grid? The possibilities are a lot.
I do like the factory-less approach you are taking. I feel like the throughput requirement in shapez is not adding to that game.
Oh forgot to mention: It is a very good idea to not put the expand-x and expand-y operators in my toolbelt. It makes that operation ever-so-slightly more challenging, as i would need to first expand-xy then shrink-x to produce what i wanted. Really meshes into the sim-city gameplay very well.