Well made, but buggy
After playing you're game, I really need to say it's fairly well made, and I'm not really sure of any advice I can give. If anything, I'll try what I can;
Often in the game you can pass through area's that you're not supposed to, numerious times I've climbed into a ledge when I should have bounced off the bottom, for example. Also the numerious bug reports from other users count towards bugs like this aswell.
Consider making a tileset-based system, or a similar system, to construct you're levels. It would take longer to make, however you could create larger levels and have a more bug-free game overall. This could also cut filesize slightly. If this was the case, you might even get a cult-community of map-makers to boost the game further.
The moves you could preform were excellent, I particularly enjoyed sticking myself to ceilings and dive-bombing a hoodie right before breaking his neck. However you could have gone further with it. For example, you have multiple staffs, and doors. Why not instead give each staff it's own unique special ability, and obstacles that might require some inginuity and the special ability of the staff. An example might be the wind staff, have it give you the ability to double-jump while running with it. Then place a particularly tall wall to pass. Also, consider adding more staffage to the baggage. I would be interested to see tings like a rock-staff, water staff, or even holy and demi staffs.
Also, in the moves department, you could consider having it so moves can occassionally backfire. In a sneaking game like this it would add a twist if you might un-stick and fall off a ceiling. This would add another level to the game; Consider adding risk-factors to each move. Sticking to ceilings could be more dangerious than tip-toeing in the background. User might be forced to debait: "Should I suck to the roof and go for the floating green health, or tip-toe and get past for sure".
You're enemies could use more work, however. I found they they are constrained to certain area's, and theres literally no variety. I know it's hard work to make one enemy, nonetheless several. However in a game so in-depth like this, it might be more necessary. Hoodies are great, but what if you had sentinal units? Unit's that would spot you and alert all nearby hoodies of you're presence. these extra skills may take time to program, but would really show if you play you're cards rigt.
Lastly, consider adding more moves to you're enemies roster. They can head-butt and use staffs, however not much else. It would be interesting to see a hoodie climb a wall to get to me, for example. What if the hoodies started hiding beind rocks after finding out I'm around? For the sake of ease, you could even try different colour hoodies, with different skills. You're classic white hoodie is similar to this game, whereas, say, a red hoodie could run and chase you.
That's about it, Excellent game; Hope to see more from you.