Here are some generic hints about the skills and objects in the Tribe.
Magnobooters can only be cancelled in two ways: You assign a skill when they are right side up, and you remove the ground they are standing on.
Jepacks cannot be turned around when they are on the Jetpack, they maintain the direction they were facing when you assign the skill. You also cannot push them through a 8 pixel tall gap, so if you see small gaps in the walls, it's likely a no-jetpacks-allowed enforcement.
Teleporters have no limit on the number of lemmings that can use them at once, and they maintain their facing direction. Magnobooters persist between teleporters too! Well, only if there's something to stand on at the destination.
Level specific hints:
Level 1: Introducing: Space
You have to send everyone the long way round. Just construct a path and you should be fine.
The most difficult part imo is how to get everybody past the machine gun robot trap. If you're getting mad at execution, then it may help to know that is expected that every lemming use every teleporter.
Level 2: Anti-Gravity
A simple spot-the-trick level. With so few skills you don't exactly have many options. It should be clear what two skills are required for the crowd to walk to the exit so that will reduce your options further. If you're still stuck, re-read my generic skill hints above.
Level 3: Blast Chamber
The place you use the platformer should be the most obvious skill use. The rest of the level is a turn-the-lemming-around puzzle.
Multiple turn-the-lemming-around puzzles actually. And how are you going to cancel the attractor? Might need some double-duty skill use.
If you can't turn around your jetpacker after using it, what if you turned the lemming around before using it?
Level 4: Space Elevator
Hopefully it is clear your goal is to get someone to teleporter 3, and you can only do that by magnobooting from teleporter 1. Well, you'd like to, but something else needs doing first.
You'll need somewhere to stand to do that though. Sadly there is no elevator. Well, maybe you can use a series of steps.
Level 5: Friendly Fire
There are a range of solutions here. Hopefully it is clear how you dig through the ground, you just need to find a safe way to do it.
I send a magnobooter the long way round each side, to construct a safe ceiling on the opposite side.
If you're struggling to get the last blasts done, you can send one group to the bottom and dig out the other side from underneath.
Level 6: Gravity Chamber
The attractor isn't only useful for crowd control. It also indefinitely stalls a lemming until you use another skill on it.
If you can't create a hole to detach a magnobooter in, try doubling up on bazooka shots.
If you're struggling to find a good place to use the laser blaster, maybe you're using the wrong lemming.
Level 7: Satellite Junk
The most direct path for the crowd is the best one, but there are some issues constructing platforms in the correct direction. Yes it's another turn-the-lemming-around puzzle!
The first suitable place to turn around a lemming is closer than you think.
There is no suitable turnaround place in the second half of the level. Maybe you need to make one.
Level 8: Space Rescue
OK, there's a lot going on here. First concern is the main trapdoor, the lemmings will make their way over to teleporter 1 quickly. You need time to construct a platform to the exit, but there's no crowd control. And a platform isn't even long enough! Is this correct? How are we rescuing the upper-right trapped group if we don't do this? Do we really have to use the laser blaster to free them?
Well, we have 20 Jumpers which can cover the extra distance the platform can't, but we still need to delay some lemmings, and we can't spare any jumpers. Or wait, can we? Are we actually sending 20 lemmings to teleporter 1?
Sure would be nice to get someone over to teleporter 3. And it would be great if they could take their sweet time. Shame about the machine gun robot. How can you avoid this?
You don't need to save a magnobooter for the other side of teleporter 3 if you are already using one, so if you need to delay even more lemmings at the start, and also don't have enough jumpers, then why not give the other lemming some company?
Level 9: Space Station Skylem
At first this is another turn-the-lemming-around puzzle, but with magnobooters. And it is, but there's a little more going on here. Remember: if you can't find a place to turn a lemming around, you can always make one.
Should be clear we are eventually going to need to platform our way over to the teleporter, either directly or in a way we can magnoboot into it. But this offers us up another problem, if we cover up all the gaps to get to the exit, how do we laser blast a way into the exit at the end?
Not every gap needs to be completely covered up. But you are thinking too close to the exit. Think further out.
Level 10: Alternate Dimension
This level looks familiar. Why would I repeat a level? Let's be real here, I wouldn't make you do this twice unless it was a very different solution to the first time. I mean very different.
If you were wondering if the first level had a really devious and sneaky backroute, with the trapdoor being so close to the exit, you're right! Well, it wasn't possible before, but you can do it this time.
There's nowhere to turn a lemming around near the entrance. So we'll just have to find somewhere further away. Much much further away. What's the quickest way to get there?
If you were hoping you could skip the majority of the level, well, someone's going to have to traverse it all eventually. You should have the tools to take a totally different path this time.