Alex,
Hey, I'm glad you liked it--and thank you very much for your detailed, clear feedback. Getting the player to stay on the rotator is based on the template's platform code. Basically, the player's always scanning below him and if the "you" entity registers as a lift then it adds the lifts transformation to his own. (That means that if he happens to bump into another entity during his movement he'd fall off

). On the big, rotating lifts, the rounding errors actually pull him towards the center and make some jittering, but not too bad.
Yes, I'd like a slightly better camera, but haven't ever been able to find one better than the template camera. If anyone knows of one, please let me know!
As for spiders going over the rail, I've just never been able to get them perfect. Newton let me use their physics engine (because it's still better than the built-in stuff in Pro), but it's still not quite perfect and creatures still fly away or shoot through walls sometimes. Oh well.
I totally agree that more monsters would be better--they just take so much time to design, model, texture, animate, and integrate.
I toyed with letting the player have control over save points, but decided against it for now. For one, I'm not confident enough in my coding to believe that saving a game at any point would allow for a correct restart, but I also figured it's good for the kids to go ahead and finish what they're working on--or just re-do it when they start up again. Maybe I should give them the option though.
Thanks again!