One of the nice things about making puzzle games for game jams is that they aren't often subject to the same problems that platformers and action games have, namely that they require more art and are often buggy/have bad 'game feel' due to time constraints. However, puzzle games are challenging in that they often must be very simple for the audience to understand intuitively and each level is often short, requiring several levels in order to feel like a more complete demo of the idea the game is trying to convey. This game does both those pretty well, with 15 levels and a premise that is almost immediately picked up on. It is also easy to see where the game can be challenging in a full release. Since it seems like the team is considering doing a full release, I would like to point out a two things that would help make the game easier to pick up and play.
-Icons on the squares. The option to include patterns is very helpful for colorblind folks, but the patterns don't disclose much about what the tile actually does. A simple arrow pointing in a direction would not make the game much easier, especially if the levels continue to include more types of tiles in much larger quantities. It is simply too difficult to remember colors alone when trying to pair it with its function. Also consider what would happen if someone were to play for a while and then come back at a later date; they would forget what all the tiles meant and have to start over. The ability to pick-up-and-play is a key factor in mobile game success.
-Resetting. Sometimes you notice that where you put the dot isn't going to work and so your options are to either wait until it fails or to go back to the main menu. A button dedicated to this would be convenient.
I hope your full release goes well, don't forget to think outside the box of this jam for inspiration.