Having trouble with PlayerPrefs in my script.

For some reason the variables SeedEntered and WorldCreated return back to 0 when I reload the level. But they should be staying at 1 because of the playerprefs. Does anybody know whats going wrong?

void OnGUI() {
		
		if(PlayerPrefs.GetInt("Seed Entered") == 0)
		{
			if(GUI.Button(new Rect(10,400,1200,100), "Create the World"))
			{
				SeedEntered = 1;
				PlayerPrefs.SetInt("Seed Entered", 1);
				
			}
		}
	}
	
	void Start()
	{
		
	 //PlayerPrefs.DeleteAll();  //Used for testing new keys, comment out this code when not in use. 

		if(PlayerPrefs.HasKey("Player Seed"))
		{
			Seed = PlayerPrefs.GetInt("Player Seed");
			
		}
		else
		{
			Seed = Random.Range(0,10000);
			PlayerPrefs.SetInt("Player Seed", Seed); //Sets Player Seed equal to Seed
		} 
		
		
	}
	
	void Update () {
		if(PlayerPrefs.GetInt("Seed Entered") == 1 && PlayerPrefs.GetInt("World Created") == 1)
		{
			Random.seed = Seed;
		}
		else if(PlayerPrefs.GetInt("Seed Entered") == 1 && PlayerPrefs.GetInt("World Created") == 0)
		{
				for(int z = 0; z < GameHeight; z++)
				{
					for(int x = 0 ; x < GameWidth; x++)
					{
						float rnd = Random.value;
						if(rnd <0.25f)
						{
							Instantiate(TileOne, new Vector3(x,0,z), Quaternion.identity);
						}
						else if(rnd <0.5f)
						{
							Instantiate(TileTwo, new Vector3(x,0,z), Quaternion.identity);
						}
						else
						{
							Instantiate(TileThree, new Vector3(x,0,z), Quaternion.identity);
						}
						WorldCreated = 1;
						PlayerPrefs.SetInt("World Created", 1);
					}
				}
			}

		}
	}

UPDATE:
I did

Debug.Log(PlayerPrefs.GetInt("Player Seed"));
Debug.Log (PlayerPrefs.GetInt("Seed Entered"));
Debug.Log (PlayerPrefs.GetInt("World Created"));

And it says that seed entered and world created are still at 1.
And the seed is carrying over too.

So how come it won’t run this line of code when I return to the level?

   if(PlayerPrefs.GetInt("Seed Entered") == 1 && PlayerPrefs.GetInt("World Created") == 1)
        {
            Random.seed = Seed;
        }

You need to Save your changes.

PlayerPrefs.Save();