whoa, this has a lot of ideas in it! bravo on implementing all of this, holy moly; i've never even tried ledge grabbing, it seems like a nightmare. and i love horizontal floating; one of my early games was a little puzzler where that was a mechanic.
there might even be a few too many mechanics for how much game there is so far; on our first playthrough we charmed the guard and got right into the cellar without even realizing there was an outside, so we got two infodumps about controls for different characters back to back without having used any of tab'i's abilities at all. on a later attempt i did find my way outside, but the difficulty spiked (ho ho!) so quickly that it took me at least half a dozen attempts to get through. i think the introduction would actually be faster with a longer tutorial section, and i'd enjoy getting to just run and float around a bit before the giant 2x spikes come into the picture haha
i like abruptly switching viewpoints halfway through and then getting glimpses of information from the dialogue options themselves. really clever, and tells me things even if i don't pick that option. there is clearly a whole-ass world behind the scenes here, and even this small demo leaves me with a feeling of depth
unfortunately the dialogue is really hard to read while it's scrolling since it's constantly in motion. ideally, scrolling text (even left-justified) should be laid out ahead of time and then revealed, so that the existing text is guaranteed not to move when more of it appears. (that said i have absolutely no idea how to do this in gamemaker.)
overall this is a little rough around the edges, and it has a lot of edges, but it feels like a good start at something
(btw, if you don't mark your downloads with what OS they run on, the itch app won't be able to play your game!)