Hello all, When screen is called for the second time levelsCompleted (located in the ifTouching statements at the bottom) does not increment.
To change scenes I am using a seperate collection of classes.
Level = class()
    local i
    local answerCheck
    local angle 
    local newX
    local newY
    local lilyradius = 35
    local star
    local outerRadius = {}
    local innerRadius = {}
    local lilyX = WIDTH/2 + 250 
    local lilyY = HEIGHT/2 - 100
    local numberOne = {}
    local numberTwo = {}
    local symbol = {}
    local equationText = {}
    local answer = {}
    
    local lilypadmini1
    local lilypadmini2
    local lilypadmini3
    local isitTouching = 0
    local stars
    local level = 1
    local counter = 0
    local direction = {}
    local timer = 0
    WrongAnswers = 0
    RightAnswers = 0
    
function Level:init()
    -- you can accept and set parameters here
    
    if(level>=11) then
        level = 1
        Scene.Change("Final",Final)
    end
    --turtle = SpriteObject("Dropbox:turtle", vec2(lilyX, lilyY))
    turtle1 = TurtleObject("Dropbox:turtle", vec2(lilyX, lilyY))
    lilypadmini = SpriteObject("Dropbox:lilypadmini", vec2(WIDTH/2 - 400, HEIGHT/2 - 250))   
    lilypadmini2 = SpriteObject("Dropbox:lilypadmini", vec2(WIDTH/2 - 400, HEIGHT/2))
    lilypadmini3 = SpriteObject("Dropbox:lilypadmini", vec2(WIDTH/2 - 400, HEIGHT/2 + 250))
    lilypadminicenter1 = SpriteObject("SpaceCute:Star", vec2(WIDTH/2 - 400, HEIGHT/2 - 250))    
    lilypadminicenter2 = SpriteObject("SpaceCute:Star", vec2(WIDTH/2 - 400, HEIGHT/2))
    lilypadminicenter3 = SpriteObject("SpaceCute:Star", vec2(WIDTH/2 - 400, HEIGHT/2 + 250))
    
    numberOne = {}
    numberTwo = {}
    symbol = {}
    answer ={}
    outerRadius = {}
    innerRadius = {}
    equationText = {}
    direction = {}
    timer = 0
    answerCheck = math.random(1, 3)
    
    for i = 1 , 3 do
        table.insert(numberOne, math.random(string.format("%d",((level+1)/2)),5 + string.format("%d",(level/2))))
        table.insert(symbol, math.random(1, 2))  
    
        if (symbol[i] == 1) then
            table.insert(numberTwo, math.random(string.format("%d",((level + 1)/2)),5 + string.format("%d",(level/2))))
            table.insert(answer, numberOne[i] + numberTwo[i])
            table.insert(equationText, numberOne[i] .." + ".. numberTwo[i] .." = ".. answer[i])
        else
            table.insert(numberTwo, math.random(1, numberOne[i]))
            table.insert(answer, numberOne[i] - numberTwo[i])
            table.insert(equationText, numberOne[i] .." - ".. numberTwo[i] .." = ".. answer[i])
        end
    end
                
    if (symbol[answerCheck] == 1)  then
        stars = answer[answerCheck]   
    else
        stars = numberOne[answerCheck]
    end
    slice = 2 * math.pi / stars
    for i = 1, stars do
        table.insert(innerRadius, 100 + math.random(30, 110))
        table.insert(outerRadius, 300)
        table.insert(direction, 0)          --default not moving
    end
     
    if (symbol[answerCheck] == 1) then                      -- adding
        for i = 1, numberTwo[answerCheck] do
            direction[i] = -1
            outerRadius[i] = innerRadius[i]
            innerRadius[i] = 300
        end
        for i = numberTwo[answerCheck], answer[answerCheck] do
            outerRadius[i] = innerRadius[i]
        end
    else                 --subtracting
        for     i = 1, answer[answerCheck] do
            direction[i] = -1
            outerRadius[i] = innerRadius[i]
        end
        for i = 1, stars do
            direction[i] = direction[i] + 1
        end
    end
end
    
function Level:draw()
    -- Codea does not automatically call this
    
    timer = timer + 1 
    counter = counter + 1
    if (counter >= 110) then
        counter = 0
    end
    background(0, 255, 212, 255) 
    lilypadmini:draw()
    lilypadmini2:draw()
    lilypadmini3:draw()
    fontSize(26)
    fill(0, 20, 255, 255)
    text("Drag the Happy Turtle to the correct equation shown above.", WIDTH/2, HEIGHT/2 - 350)
    
    fill(0, 25, 255, 255)
    fontSize(40)
    font("MarkerFelt-Wide")
    --text("Level "..level, WIDTH/2, HEIGHT/2 + 362)
    
    fontSize(23)
    fill(0, 22, 255, 255)
    text("Time: "..string.format("%d",(timer / 60)).." secs", WIDTH/2 + 410, HEIGHT/2 + 322)
    sprite("Dropbox:lilypad", WIDTH/2 + 170, HEIGHT/2)
    
    fontSize(33)
    fill(11, 216, 87, 255)
    text(equationText[1], WIDTH/2 - 400, HEIGHT/2 - 230)
    text(equationText[2], WIDTH/2 - 400, HEIGHT/2 + 20)
    text(equationText[3], WIDTH/2 - 400, HEIGHT/2 + 270)
    fill(116, 226, 143, 255)
    fontSize(25)
              
    font("MarkerFelt-Wide")
    fontSize(23)
    fill(255, 2, 0, 255)
    --text("Incorrect: "..WrongAnswers, WIDTH/2 + 410, HEIGHT/2 + 342)
    fill(65, 154, 81, 255)
    --text("Correct: "..RightAnswers, WIDTH/2 + 410, HEIGHT/2 + 362)
    
    turtle1:draw()
    
    -- This is the URL to where i found how to calculate points  on a circle for a given radius
    -- http://stackoverflow.com/questions/5300938/calculating-the-position-of-points-in-a-circle
    for i = 1, stars do
        angle = slice * i
        newX = string.format("%d", (lilyX) + (innerRadius[i] + counter * direction[i]) * math.cos(angle))
        newY = string.format("%d", (lilyY) + (innerRadius[i] + counter * direction[i]) * math.sin(angle))
        if(shape == 1) then
        star =  sprite("Dropbox:CircleButton", newX, newY)
          end
        if (shape == 2) then
      star = sprite("Dropbox:SquareButton", newX, newY)
        end
    
        end
end
function Level:touched(touch)
    -- Codea does not automatically call this method
    turtle1:touched(touch)
    
    if (turtle1:isTouching(lilypadminicenter1) == true) then
        if (answerCheck == 1) then
            isitTouching = 1
            RightAnswers = RightAnswers + 1
            levelsCompleted = levelsCompleted + 1
            saveLocalData("completed", levelsCompleted)
            sound("A Hero's Quest:Sword Hit 4")
        else
            isitTouching = -1
            WrongAnswers = WrongAnswers + 1
            sound("Game Sounds One:Pac Death 2")
        end 
        timerTotal = timerTotal + timer
        level = level + 1
        Scene.Change("levels", Level)
           
    elseif (turtle1:isTouching(lilypadminicenter2) == true) then
        if (answerCheck == 2) then
            isitTouching = 1
            RightAnswers = RightAnswers + 1
            levelsCompleted = levelsCompleted + 1
            saveLocalData("completed", levelsCompleted)
            sound("A Hero's Quest:Sword Hit 4")
        else
            isitTouching = -1
            WrongAnswers = WrongAnswers + 1
            sound("Game Sounds One:Pac Death 2")
        end
        timerTotal = timerTotal + timer
        level = level + 1
        Scene.Change("levels", Level)
    elseif (turtle1:isTouching(lilypadminicenter3) == true) then
        if (answerCheck == 3) then
            isitTouching = 1
            RightAnswers = RightAnswers + 1
            levelsCompleted = levelsCompleted + 1
            saveLocalData("completed", levelsCompleted)
            sound("A Hero's Quest:Sword Hit 4")      
        else
            isitTouching = -1
            WrongAnswers = WrongAnswers + 1
            sound("Game Sounds One:Pac Death 2")
        end
        timerTotal = timerTotal + timer
        level = level + 1
        Scene.Change("levels", Level)
    end
end