Bibby
So far, so good. I liked the fact that you remembered to let Luigi bounce on the beds like in Super Mario RPG. However, I would encourage using keyboard mapping (or adjustable controls) so players have another way to control the game besides the unorthodox combination of the A, S, and D keys.
Keyboard mapping? Right now it's a lot of a keyboard_check(global._keyJump) type of thing so I'm quite sure customizable controls will be no problem (every single move action is controlled in the step event with these variables, including the walking directions.)
I'd still like to know what the "defaults" would be, but I'll be sure that the very first demo with a title screen has a "controls" section for changing them.
Also I've thought about toggling the run instead of making it so the player is forced to hold it down. (There'd be an icon in the HUD)