Bro, I'm sorry, but you're putting way too much emphasis on these puzzles. I get that it's your game and you're gonna make it how you want, but you're level-gating content behind absurd mini-games that can't be skipped. Either make an option to skip, or shift to the classic rule of KISS.
As for feedback:
Beta room 01 (red and blue tiles). First: There is a reason why very, very few games ever allow 100% random logic into probabilities. There is always a factor that skews them. The tiles that shift should not be able to move onto a tile that is already lit by another color. Then it's just a matter of patience and waiting for a shifting tile to get into a position you want.
If you mess up and it resets the center square, remove the 'hop' the player does. I had a solved square that I had to restart because this pushed me into it when I was trying to cross over between blue and red. Another solution is to put more space between the squares to create a margin of error.
All in all, there's no real logic or planning involved for the player in this series of puzzles, which is a symptom of terrible game design. There must ALWAYS be a definitive solution, even if that isn't clear to the player without some thinking.