Right off the bat, I didn't see anything that stood out being wrong but your code is somewhat messy. It might help if you cleaned things up a bit and maybe any errors might pop out more.
For example, some things that would simplify your events:
1. In the Pause event sheet. Event 5 (the second else) is redundant and can be removed. Events 7 and 8 can be combined into one event. Plus 7 is blank on the condition.
2. In the item event sheet, Event 14 (the always event is not necessary). Just make sure all of the other comparisons are not in the start of layout and they will always run each tick.
3. All of the actions in the item event sheet under the global "item picked" equal 0 and 1 comparisons can be drastically simplified with one or two Functions. You have 4 out of the 6 actions that are duplicate and belong in a Function. The others that are different can then be normal actions or they can be paramters to the function. This will remove 70% of the actions on that sheet.
4. The wall jump event sheet is super messy. I have got to imagine that the wall jump functionality can be alot simpler than that, but I don't have any immediate pointers without spending more time to determine why so many events were used.
5. Animation event sheet. You don't need always in event 2, the second condition will be checked each tick. If event 4 is the only possibility then make it an Else. You are constantly checking if value dead is not equal to zero. It sounds like all of these event belong in a Group that is active if Dead is not equal to zero. Event 24 appears to be a duplicate of one of the wall jump events. Sounds like you could replace all of that with a common function. Events 64 and 65 are mostly duplicates, only check the duplicates once, put the unique conditions in a subevent. On the whole this event sheet was really complex, and I'm not sure it needs to be so.
6. In the pod_control event sheet. Events 2&3 and 6&7 don't need to be subevents of the Always condition.
7. Camera event sheet. You don't need the Always condition. Hopefully, you know that you don't need an Always with other conditions. You only need an Always when you have actions that need to run each tick. For example, your Pod actions that is a good example of when to use Always.
btw.. The game is looking pretty cool and played around a little and mostly got electrocuted, but it looks like it will be fun.