Thank you, for your feedback!
I'm sorry, that the game already started off so complex. In general, my goal was to design a level of low difficulty that still offers enough complexity and options, so the player could improve their remaining time unit score over and over again. And that in a strategic way, as you already said. But those two premises did kind of clash in the end, heh.
Most of my playtesters were overwhelmed aswell, but I didn't really manage to fix the problem in time anymore. For the future whatsoever, I will design my levels more carefully!