Thanks for all the movement-idea support. I sent a message to one of them and hope that soon, my topic can get moved!
As for responses:
Jay Tholen: Thanks for the comment! We didn't really like the sparse stars as much as we like this version, but there is ultimately a reason there are so many stars in the sky. It's a story-type reasoning.
Dylan93: That sounds like a good potential idea, and while I have no idea how to do that in Game Maker right now, I'll definitely look into that as a possibility!
Franklins Ghost and John Sandoval: Thank you! I messaged a moderator and hopefully my topic will be moved eventually!
As for development. I looked back at my older posts and responses and noticed that jumping was kind of an issue. I'm working on a way to make it more responsive, but in the recode, the game is just a TAD more responsive in general due to less code, so it might already be fixed? Regardless, I was maybe going to implement something where if you fall off a ledge you can still jump for a SPLIT second, before jumping becomes impossible again.
If I decide to implement that, I hope it fixes the issue.
As for wall climbing, I removed the ability to climb up all walls completely. Now you can just hang onto corners and climb up from there. I like this mechanic far better; it's much less overpowered as an exploration tool. Haha.
Also, now sprint is controlled with the 'C' button, so the player can sprint whenever they want, but Lily's stress (the larger blue bar), will dictate how long she can sprint for without taking damage. It's a mechanic implemented due to the nature of the story. Lily is dying from a disease, so it's important to watch what you do, otherwise she can take damage and die. It's part of a reverse leveling mechanic that may not be so incredibly prevalent in this shorter, version of the game. :I
Anyway, here is a video. http://www.youtube.com/watch?v=a0f7kEO1K1M&feature=youtu.be