Okay, I fixed the lack of autosaves and score checkpoints, as well as the extra skeleton keys.
The skeleton keys were intentional at the time, but I figured a better solution to make it so that you can go back after is to just have a pressure plate that always opens the doors that you can't avoid, so that's what I did in my most recent version (and removed the keys obviously).
I get now that your guys' point is that it might be overwhelming them with too much information to try to walk them through all the objects at once in rapid succession; however, I still believe that it would be unnecessary to have more than 1 room demonstrating something simple like that flippers let you walk on water normally or door walking.
Do you guys think that maybe I should just add more rooms for each item (although maybe reserve concepts like door walking or diagonal movement for one room only), and try to make it more like a normal RPG hold rather than linear tutorial with one new concept each room?
If yes, then maybe:
Level 1: Introduce basic fighting and walking, but no swords or sword related objects yet.
Level 2: Introduce doors in general and pressure plates, as well as health potions.
Level 3: Introduce keys, as well as swords and objects that you need a sword to interact with, like crumbly walls, trapdoors or orbs.
Level 4: Introduce bridges.
Level 5: Introduce oremites.
Level 6: Introduce tunnels.
Level 7: Introduce force arrows and orthosquares.
Level 8: Introduce shields.
Level 9: Introduce attack and defense gems.
Level 10: Introduce bombs and fuses.
Level 11: Introduce mirrors.
Level 12: Introduce evil eyes and mad eyes.
Level 13: Introduce brains.
Level 14: Introduce goblins, as well as other swords and shields like goblin biters.
Level 15: Introduce greckle gates.
Level 16: Introduce lucky greckles.
Level 17: Introduce grappling hooks.
Level 18: Introduce flippers.
Level 19: Introduce invisibility potions.
Level 20: Introduce speed potions.
Level 21: Introduce hand bombs.
Level 22: Introduce pickaxes.
Level 23: Introduce warp tokens.
Level 24: Introduce portable orbs.
Level 25: Introduce wall walking tokens.
Level 26: Introduce VIP cards.
Level 27: Introduce monsters that attack when adjacent like water skippers.
Level 28: Introduce sworded monsters.
Level 29: Introduce wyrms and wyrm smiters.
Level 30: Introduce mimics.
Level 31: Introduce Slayers.
Does this all sound like good ideas, or does some of it either need expanding, like keys having their own level, or condensing like I can put sworded monsters and mimics in the same level?
So basically, I would probably re-do it from the ground up but keep most of the original level 1 as is.
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