You can use "call" instead of "emit" to save ressources, as you already know what entity you're calling.
since you are hard coding the tile positions, maybe move "checktile" to the room, so you won't run into issues with multiple rooms.
If what you are trying to do, is check if all "IncorrectTile"s are converted to "CorrectTile"s, you could probably also make it more flexible, by just counting all "IncorrectTile"s and do the thing, when there are zero left.
@gummipferd Thank you for the suggestion. I moved the player script to the room. Much neater.
The script failed when I changed "emit" to "call" though.
Your last suggestion is also great, but it don't think it applies to what I'm trying to accomplish since my game has multiple "IncorrectTiles" and "CorrectTiles." Thanks again!