Played the game twice, got a score of 597 on the first try and 1919 on the second try.
There is a lot to like here, and I think this could be a good foundation for further development depending on where you want to take it.
Some of the things I liked:Feels very elegant
There is just enough colors and just few enough spaces to get you into trouble.
There are a bunch of little strategies to discover.
Some observations:Did not understand when I gained re-rolls (didn't try very hard to find out tho')
Combining shapes is cool and suggests risk/reward. However since you only gain score it felt to me that clearing was the only priority, e.g. don't take risks (more about this in suggestions below).
As it is now the game feels too simple (simple as in not much to experience, not simple as in easy), and I was not compelled to play more.
Some suggestions regardless of where you want to take the game design-wise:Add colorblind mode. You can to this by adding symbols in addition to the colors. Some useful reading:
https://gameaccessibilityguidelines.com/ensure-no-essential-information-is-conveyed-by-a-colour-alone/When you hover over a tile visualize what will happen (e.g. which tiles would be cleared)
When re-rolling make sure you don't get the same shapes you just had
Drop the skins, they don't really add anything. But that might just be me
And a bunch of other suggestions (that may or may not fit with your vision):Wild-card tile - Can be used as any color. Allows combining different colored shapes
Morph tile - Can be used as both up and down triangle
Negative tile - Allows you to erase a single tile
Bomb tile - Removes multiple tiles
Paint tile - Allows you to change color of a tile
Some bonus for combining shapes - example could be upgrading tiles to special tiles like the ones above (this could give some reward to the risk of building make complex shapes)
Ability to reserve a tile (I think this could work great with the suggestions above to inject extra strategy into the game)
Anyhoo, good work and good luck!