(Topic moved to SGDK2 help forum)
I agree; the tutorial included with SGDK2 titled "Functional Game Without Importing" is not that complex. It may look like a lot, but it's not as bad as it looks -- it's just very detailed. If you follow this tutorial, you will be familiar with many of SGDK2's features. You won't always have to use all these features, but you should understand them. Sometimes it will be easier to add a new sprite definition to your project because you can just import one, but you should also know how to edit/add your own sprite definition, so this tutorial describes the process. If I wrote a tutorial for moving a red ball through a maze, it might look just as complicated as this tutorial, but the project really isn't that complicated, so I would suggest trying this tutorial and see if you can get through it.
SGDK2 may take some getting used to, but I hope you will see that it has much more power and flexibility. It will be easy once you are familiar with the parts. Some things are different, some easier, some harder. It might be harder to define a new kind of sprite because you have much better control over how it behaves now. And like I said, some are easier -- you can re-use the same sprite definition on all maps instead of re-creating it for each map. Also, adding and editing sprites and paths on a map, is much simpler in SGDK2. I hope you will see this as you walk through the tutorial.