Nice work, this has a nice variety of different layouts so the rooms have a sense of uniqueness. This is kind of an interesting case where the crystals are framed as a reward but end up acting as an obstacle due in part to the limitations of the game engine. Once you pick up on the fact that collecting crystals doesn't really do anything to help you progress in the game, it actually becomes better to avoid the crystals because each one opens the same dialog box, requiring more keypresses just to move across the level. You could have some ways of fixing that, like requiring a certain number of crystals to get to the next room or randomizing or updating the dialog that you get with each crystal so there's more incentive to collect them.