I have to agree, the current systems could use some tweaking for less confusing mechanics. I attempted to balance the difficulty as you suggest using a system called "complexity"; each mechanic that gets generated is labeled with a complexity based on the behaviors that make it up, and mechanics and levels with higher complexity get pushed to the end. Ideally this would mean that the first few levels would be "antepiece" levels that introduce you to a mechanic in the simplest way possible, but in practice it doesn't seem to work too well; perhaps the numbers simply need adjustment.
(I should point out, though, that the 150-move puzzle doesn't necessarily mean you need 150 moves to beat it. A lot of those 150 inputs during generation involve aimlessly wandering around and bumping into walls and such. A 1-or-2-move puzzle would probably be won on the first turn.)
Thank you for your feedback!















