Hey, thanks a lot for the feedback!
I'm still trying to find that sweet spot over how the game works on the first few levels. The design philosophy is that the first levels of a given color are a greater challenge indeed, and that getting more powerful and being able to plow through enemies is the REWARD for leveling up a color, since the main goal is to build a color composition to fight the boss with. The overall difficulty curve of the game is to be given over the course of the many levels, with more complex patterns and more enemy shapes being unlocked gradually. Unfortunately, the demo doesn't feature many of those, maybe I need to restructure it as to present a better microcosm of the game instead of just showcasing its' first level.
Oh yeah, and I also need to strike a balance over the RED color specifically, seeing as it is the color you begin with, and a different approach should be applied to its first levels.
Anyhow, thanks a lot for all your pointers :)
EDIT: nevermind, I took a look at the current demo build and understood what you meant. I'll release a fix soon enough for balancing the first levels.