At some point I'll completely re-evaluate the movement code. Right now my focus is on getting as much of a skeleton done without it turning into spaghetti code-- it could already use a little bit of cleanup, but mostly in minor things like combining small Drag & Drop commands I used out of laziness into combined scripts.
I've made the basic "bad end" code-- when health hits 0, the game fades out, and back into a specific animation or image depending on how you got there. Right now there's nothing but a controller printing the variable of what SHOULD be there, which is as good a placeholder as any.
I know it's pretty far into the future before I should worry about it, but I wonder what I should do about sounds? Hmm.
It's good to think of some of the elements that will attract your favored audience.
As for sounds, well, there's plenty of public domain sounds out there. Its also not not terribly hard to make your own if you have a mic.
Hit sounds can be as simple as smacking your fist into your palm, tapping two pencils/pens together, flicking an empty tin can; etc, etc... And of course you can always use a program like audacity to edit sounds to your liking.
Voices shouldn't be too hard either should you include them: One hand, simple voice clips (screams, grunts, and the like) can likely be found in similar public domain servers.
On the other hand, if you want lines for say the plot: after you have the script finalized you can try to get amateur voice actors on board: Like from the "voice actors club" or even by scouting youtube for fan-dubbers or the like.
Many amateur VA's are more than willing to lend their voice to a project because it's another credit under their belt. And they usually understand if the project has zero budget and can't/won't make any money.
In fact, I'm pretty sure Kira Buckland once said she's willing to do work for free provided she has time and the script isn't too long (Granted that statement is several years old by now and her thoughts may have changed.)
Just some thoughts for ya.