just saw this now... using Touch 0 and Touch 1 will probably only lead you into trouble.
Because the index of the touches changes as new ones come and go... (which is what you discovered when you held the second one but let go of the first one).
I think it is best to do it the implicit way from the sample I made last time.
where you only have one "On Any touch start", "Is in touch", and "On Any touch end"
those sections create, track, and destroy all the touchpoint objects (by TouchID) so there is no confusion.
then it is up to you (using instance variables, or other ways) to define what the touch is supposed to do.
I think that also makes things better for the player too - so that they don't have to know that something will only work with one touch, and something else with two touches - especially if their thumb is on the edge and they don't know it...