As other people mentioned this is a beautiful and unique looking game you have here. The only thing desired are more frames for your animations. But I guess that'll be improved once you progress.
When I took a look at your cap I soon got a vibe of you overcomplicating things.
- Your animations have frames for both directions, when just one and the auto mirror attribute would do.
- You use Play Animation actions where it's not necessary.
- You have different conditions for different directions when you spawn the attack wind sprite (GustAttack). You don't need that for right/left, since spawned objects will automatically adapt to the angle of the object they're spawned from.
- The many events you use to control your lifebar. That can and should be done with simple math. One event.
That's just what I noticed taking a quick look.
Regarding some of the problems you're having:
-When talking to characters, you need to press the button twice the first time.
That doesn't seem to happen for me.
-Attack and Death animations not playing correctly (getting stuck on frame 1 etc.)
Well, the way your attack events are set up it's bound to not work properly. First of all it's possible to just quickly press the attack key without actually attacking. The animation will briefly play and go back to normal then. Instead you should make it that when you press attack, the animation plays at least 1 time and a wind sprite is spawned.
I think it's your intention that the attack animation should stay on the last frame and keep spawning wind if the player holds the key. So this kind of works already, although you shouldn't use For every x ms there. Instead the first time you spawn it you add to a PV a certain value and keep always subtracting from that value (use timedelta). When its 0 or below, you spawn again one and reset the value.
L5j, those are some good design comments too. I've been experimenting with getting glide to work with the same button already, but haven't had much luck getting the script to work. Does anyone know of any other Construct games which use a double jump or glide?
Why wouldn't glide with the jump key work for you? Simply replacing Z with SHIFT in your events already does seem to do the trick. Am I missing something?
Edit: ah I see, there's an issue with the whirlwinds now. Could be fixed by raising the jump strength for example instead of changing gravity direction.
In addition to that I'd like to suggest only using two keys (apart from the arrow keys) for this. One attacks, the other one jumps and glides. Talking would be done by pressing up arrow. I'd love to have X and C as action keys, as opposed to X and Z btw. It's a keyboard layout thing. Imagine trying to control your character on a keyboard where the Z and Y keys are switched (as they are on many european keyboards, see wiki).
I'd also like to suggest disallowing bunny hopping and making use of jump sustain for variable jump height.
-Score doesn't carry over between layouts
When you run the game in debug mode you can see that the score is actually carried over. Yet the text shows 0. What also striked me as weird is that I do get points for killing enemies, as one can see in the debugger, but again it's not shown in the text.
Ultimately I noticed that your ITEMS event sheet was doing it's own thing, yet changing the ScoreText text object over again. Therefore it appears faulty. I think you were testing something out with that event sheet? Just exclude it and it will work properly.
And again I have to say very promising project. Looking forward to future updates! Hope my comments help a bit.