I like the game. But I hate the timer.
Lets take level 6 as an example:
The intro. you are given 4 new mods that you have never owned before: red circle, red triangle, yellow star, dark blue star. Of those: yellow star and blue star you have never seen before. This level has a 60 second timer and 8 moves to win.
Start of the level: lets say turn 1 you want to move all 12 units. The animation of moving a unit takes by my timing a bit over a second. but lets round down to a second. that gives you 48 seconds to figure out all 12 moves and make the actual inputs. plus taking your three actions. Oh and you likely have to reread at least one of the modules available to you, because they are so new. Even the ones you have used you have only used for 5 levels, so you don't have them memorized yet. plus reading any enemy modules you don't know off the top of your head. and thinking about how that affects adjacent enemies.
Later turns you have to do all this again, plus strategize. Maybe you have less units but you have more decisions on how to react to each unique situation.
In short: 60 seconds is not enough time.
By contrast if you already knew all the mods, and had played enough to have a general knowledge of what is good and bad moves, then 60 seconds would (likely) have been fine. But for someone new to the game, 60 seconds is not "challenging". it is silly. If you added the timer in a new game+ I would have no issues. I think that timers in later levels make sense. I think timers in levels that the user knows all the basics of and has a couple moves to make plans make sense. But not level 6.
what is the effect of a timer in a game? timers make the player dumb. because they are rushed. they have to make fast decisions without thinking about the consequences. If your game need of strategy needs to make the player dumber to be challenging, than it is not a game of strategy.
3/5 stars good idea for a game. needs game balance, and play testers.