It runs really well! The only problem is that with those kinds of camera controls you can't actually see what's happening in a small space, the walls block the camera.
I don't know which version of a game maker you're using but I'm sure there's some coding floating somewhere to make walls between the player and camera invisible?
Viewing post in Dragon Ocean Micro Demo comments
I was actually just using Q and E to rotate the camera! I didn't realize there was a little guy who told you the controls until just now, I thought they all said "test" so I didn't realize I could use the mouse at all; it's not a very common thing to do in RPG maker-like games like this.
With the controls being so close together on the keyboard could I suggest a change to the layout if it's possible, to make it more streamlined?
With the use of the mouse to move the camera, I don't think Q and E would be needed at all for camera movement; jump could more easily be accessible with WASD if it were the spacebar; E being interact; right click being cancel, and Q being the menu. The spacebar or E also being an accept button for the menu screen would also work with this layout.
Like this:
Q - Open/Close Menu
E - Interact / Accept
WASD - Move
Spacebar - Jump
Mouse - Camera
Right Click - Cancel
Having all the buttons right under WASD doesn't seem very intuitive for a single hand, and an opening button introduction screen as soon as you start a new game seems more user friendly than on one of the test buddies, if that makes sense?