As a fellow pipe game creator, as you called it, I want to ask about the purpose and difficulty of the pipes in your game. I only played about ten levels, but the pipe manipulations struck me as trivial. There were no meaningful choices. I know your game goes for quick laughs, so maybe that's okay. There were more pipes as time went on, but not cases where I had to either move quickly (reusing a pipe) or pick between two paths in an interesting way.
If you're looking to up the pipe difficulty, I would suggest the "move quickly" route for your game. Create paths where a pipe has to be used two times, facing different angles, and you need to click at the right time to switch it. That seems to fit the game and could be quite fun,
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Thank you for playing ten levels and for such a thoughtful note! You're right: the early levels are mostly about learning the charge, and the pipes don't ask for real decisions yet. I love your idea of using one pipe twice at different angles and switching it at the right moment mid-flight. It fits the pressure timing really well, so I'm writing it down for the harder chapters.