Since the minigames are so short, it was essential to make them impactful, and we used the comical element of the game's aesthetics to make that impact, so the player would quickly be engaged in the minigames. But it was also necessary to make them intuitive, so the players wouldn't get stuck and frustrated easily.
The only control being the mouse wheel helped make the minigames more intuitive, since there is only one input option available to the player. Even though the controls do something different in every minigame, a few seconds of experimentation from the player shed light on what it is they can and have to do.
The concept of rotation is another constant, and is reinforced by rotating elements controlled by the player on every minigame, the only input itself being the mouse wheel, and even the game's title. Using all of these little details as tools help convey a certain uniformity in control without it necessarily feeling forced nor excessively repetitive.