Meh.
First off, calling this game "hard" is a crime against games. This has to be one of the easiest, most mundane games I've ever played.
Let me explain to you why this game sucks. First off, "collectables" are put in the scenery. In many games, this is used to encourage the player to scan the landscape the developers spend a lot of time on. In this game, not only are the collectables insultingly obvious, but having them only reminds me of how bland and repetitive the backgrounds are.
Secondly, the stat menu is impossible to locate. I found it eventually, after reading through the reviews, but that shouldn't be necessary. The tutorial was horribly vague and as a result, I was frustrated with this game for a long time.
After finding the menu, I spent points in "Skill", because the tutorial told me that it would reduce the cost of spells by 2. It didn't. It reduces the cost by one. You clearly haven't tested your game, and it shows through things like this.
Despite this, I was able to reduce the cost of spells by 7, meaning that I could heal for pretty much forever and could use the barrier spell at little cost. From this point on, the game became pathetically easy. I never had to "grind", as you suggested I would have to.
Grinding is another issue I have with this. You WANT people to have to grind? Are you fucking insane? Grinding is monotony concentrate, and shouldn't be in a flash game.
The "difficulty" of the game consisted of increasing the hp of the same enemies for a while, then switching to a new model and doing the same thing for the rest of the game. Not only is that dull, it really prevents any sort of immersion and it becomes impossible to take the game seriously.
Enemies only used one attack (Except for Hank, resulting in a massive "Shit just got factory-standard" moment for me), and so there was no need for strategy. Use the barrier once, attack until you almost die, heal. The defend skill was useless on its own, because there was never any need to strategize, but it even costs MP! Why? Again, you clearly didn't test the game. If you want the defend skill to be useful, you actually have to have "charged" attacks or teammates. It feels like you just decided "I want to include these random ideas from some games I like" without actually thinking how stupid and useless they are in this context or why they exist in gaming at all.
The music was boring, the attack animations were uninspiring, and the different weapons and armor added nothing. Defense skill was underpowered, skill skill was overpowered, the bosses didn't feel different from regular fights, there was no reward for success, there was a skeleton plot which failed to fuel any sort of interest, rocket skill was useless, the maps were too long at the end, and the medkit animation took too long for the game to pace properly. Overall, a really horrible jumble of ideas taken from other games that just don't work together well.
If you make another game, I suggest you spend longer designing it so that you don't make any of these mistakes again.