Like how the tiles were used.
The progression gets more frustrating then fun past a certain point but it's a neat idea. The sleepy sadness of the song does fit it oddly well.
If you look at the devlogs (translate from Portuguese into your language), you will see that I updated the number of times needed to win twice (first the increase in quantity, then the maximum to beat the level) because I thought it was too time-consuming and tiring. That's the difficulty I found to make it neither boring nor tiring (So just imagine how painful it was before this update).