Just switch your volume settings to go from -100 to 0 and you should be fine (sound is at it's max at 0db. You always decrease volume.)
Just add 'set arrow position to bow' before the Move.
Also the chances that that values match exactly are slim. The usual technique is to use collision or overlap checks, possibly with hidden objects, positioned to the image-points.
This is easier with Families, but without, you need to Pick the first, cache it's X,Y, then Pick the second, get the angle, calculate the two angles, change Two, go back and Pick One, and set it's angle.
Assuming the enemies don't move if **** then this is OK. You don't need to set the speed constantly since it doesn't change between the two cases.
good.
Don't use multiple sprites. Put different colours in frames/animations and use one object. This will make your life much simpler.
(You need to add in front of a name to get that persons attention).
Families have nothing to do with instances. You have a Family now, You can make a second duplicate, and it will work the same way.
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Add For each X order by Sprite.ZIndex descending
-> Destroy
->Stop loop
Here's a quick fix. Your graphics are also very large. I've had to trim them out just because I was having trouble getting the file uploaded to Scirra. It kept timing out. The events run every tick already, so adding that event to another is redundant.
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Use a second family with the same objects in it. Then you check family A against family B.
One major problem is you are calling Wait continuously in your transition events. Wait does not block, it pushes the lower events off to run later.
https://www.scirra.com/manual/125/system-actions
You don't need 'Every tick, as all of those events run every tick.
Check for >= 1.0. Computer math with decimals is rarely exact. This has been discussed many times. It's possible your value is 1.000000001 or something like that, so checking for a specific decimal number can fail.
Looks centred to me in IE, Firefox & Chrome.