Also, for the instructions, I would prefer if you used more visual cues, like highlighting objects, button prompts on screen, etc. For the flower, I think you could simply show an animation of the player getting hurt when touching the flower, and also make the flower look very dangerous in its visual design and that would be self-explanatory. For the walls, same thing, people would figure it out. For the pressure plates, you could draw an outline around the very first pressure plate or show a small arrow pointing to it, to draw attention to it. Then show a visual connection that the pressure plate causes the wall on the other side to drop. The approach you used still works fine, but personally I feel that players don't want to read very much, and they want to experiment and figure things out themselves to some extent. Of course, you have to give them the controls and draw attention to the new objects in the game, but beyond that may be considered "hand-holding" for some players. Of course, this is subjective, and I see some merit in both approaches too.