I think there should be at least 5 room in order to explain every feature of the game:
The first room where the user lands at the beginning, with a locked chest and a door
The riddle leading here should be easy to solve, the room has 2 doors leading to 3. and 4.
(ghost) The riddle should be easy to solve (the sum one is ok), there is the ghost who will warn Jones about the evil mummy and gives Jones the key to open the chest in the first room, which contains his computer
(intermediate) From here onwards the riddles should be hard/annoying to solve by hand, in order the encourage the usage of the computer. A more advanced level design should include backtracking.
Currently the run code button is inside the Riddle component, but I think we should create a component which contains both the blockly editor and the button.
Is the interactive map a good idea? I mean, while it's cool that a user can remotely hack a door, is he ever going to do that?
The only scenario I can think about is when a user wants to see how he solved a previous riddle without going all the way back to that door. But even in this scenario I don't see why he should change his solution.
After an user test I conducted tonight, it turns out that the Rename variable and Delete variable buttons are very confusing, I think we should remove them.
It also would be nice if we have a block for each variable already created in the toolbar, e.g.: in the sum problem, I'd like to have in the toolbar a numero1 and numero2 blocks, instead of a single variable block, which I think users would find confusing at first.
It is not clear why an already code-solved door opens automatically.
We can make the ghost say that to mesopotamia jones when he gives the computer to him, but imo the game should be totally playable even without reading the dialogue lines.
To address this, we could insert a screen after the door interaction which says if the user's code worked or not.
I think the current usabilty of the screen is good, but we need to emphasize the functionality of the buttons, in particular the ones inside the header.
We have two options:
We find very meaningful icons which leave no doubts about what a button do
We add a compact textual description under the icon
Playing the game I often find myself moving the hands too much, for example:
Arrow keys to move the player and 'F' to interact with doors/npc
L+R arrow keys to move in the tutorial and 'Esc' to close it
Mouse to focus a LockCode and then mouse or arrow keys to change its value
Mouse click on "Apri la porta"
Mouse for the blockly editor
Imo, it would be great to map every control on fewer keys:
'F' to close the tutorial
'F' to open the door on riddle solved
L+R keys to change LockCode focus
Another nice solution could be to use W,A,S,D keys to move and a key (space?) to interact/close, so that the user can keep the left hand in a fixed position on the keyboard and the right hand on the mouse.
Additionally, we can think about shortcuts to open the inventory/map and use arrow keys to move around the items/doors.
It could be:
We have this folder full of .tmx tilemaps exported by Tiled but we only use these.json tilemaps.
Also, I can't see any difference between .tmx and .json opening them using Tiled.