I watched the trailer it went by really fast actually, that it was difficult to see what was going on. But I have to agree on Atomicd1's points. For a solution on the HUD there are a few options, but first I'd like to point out the following. The graphics style you are using is actually an enhanced GB style. Unfortunately a transparant HUD does not work with GB style, even an enhanced one. Just make the back of the HUD opaque. People won't see what is beneath it, but that does not matter because the view is really obscured there any ways. Now for room top solutions.
1) You make the HUD separate from the viewport and the viewport if the game does not cover the entire screen. The viewport actually starts underneath the HUD and ends at the bottom of the screen. I know it is possible, but I can't just say how to do it, without experimenting first.
2) This one is bit more crude, but it is easier to implement. First I assume that your HUD is the size of 1 or 2 tiles and not the size of partial tiles. Now you add a number of rows of dummy tiles equal to the height of your HUD to your gamemaker room. If you work with view boundaries within the gamemaker room you need to move the top boundary the height of your HUD up. This allows for a clear view of the top walls and doors and if the HUD is opaque those dummy tiles and all are obscured by the HUD.
Well keep up the good work and one month you'll make it to the Sponsored section or become Project of the Month.