I finally got the game to play, for some reason it stalls at the dialogue scene and I thought it was just freezing or something.
Like I mentioned in your Help thread, the Per Pixel collision on your animated sprite causes problems. You can hang off the edge of a platform by his arm, for instance.
It will also cause problems at walls. Since your sprite is animated, it doesn't have a constant width. If you run into a wall on one frame, the next frame might intersect with the wall because it's wider than the previous frame. If it does that, your sprite will pop to the top of the wall due to the way the push-out function works on the platform behavior (it's designed to always push out of the ground if it's stuck).
Even if you changed the collision type to Bounding Box, you could still run into this problem. It's best for platforming objects to use a separate collision box sprite that has only one frame so it never changes size. Put the Platform behavior onto this box sprite, and take it off of your animated sprite. Then set the position of your animated sprite to the box every tick.
You don't need to worry about this so much with other kinds of games really, just platformers. If you're doing a top-down space shooter, for instance. But it's still a good idea to use this method whenever you have objects that need to come into contact with solid objects like walls or platforms.
As for the movement, Belmont is way too fast. You should slow him down a lot.