Good try, needs some work
As a fan of your work, jmbt02, I was very interested in trying out your take on an action RPG. I'll go over the pros and cons, speaking as an amateur-almost-indie RPG developer.
PROS
-Game looks great (except for some missing tile edges)
-Some areas are well-designed; they are tricky with strategic enemy placement but not annoying enough to upset the player
-The inventory was really cute
-The menus were smooth
-The elephants were funny (Helloaphant!)
-Basic combat was fun - lots of jumping and shooting. Well, for the first few screens, before it became monotonous
CONS/SUGGESTIONS
(Please note that this is all stuff I honestly think you can fix up; you've proved yourself an excellent designer before, jmbt02, so you should totally make an improved sequel!)
-Weapons were boring. I would suggest three-four varieties that you can swap with Q/E or the number keys. Miniphants could stay, but their lasers are a bit too big and distracting
-I got stuck in the ceilings a lot; I did NOT finish the game because of the cloud level with Mr. Doo cheesing me off
-Enemies could have been so much more interesting. What if they came out of the ground, or only moved when you moved, or shot at you from afar, or laid traps/bombs, or... you get the picture. Adding this kind of enemy variety greatly improves the action aspect of the game, more than just jumping and shooting
-Make rooms more interesting. Sticky floors, icy floors, dark areas (limit sight), more spikes... basically, add the potential for more environmental upgrades than the anti-spike perk, and make them worthwhile. There were nowhere near enough spikes to warrant an anti-spike skill
-The upgrade system was, I'm pretty sure, a parody of Final Fantasy-style superfluous upgrade techniques. Funny at first, but ultimately worthless. I have an either/or suggestion pack for this!
1) Make each node in the upgrade system an actual ability-up, instead of having two different menus. One route could focus on HP, damage and regen, another on cuteness, miniphants and speed, etc. A little overlapping and branching would make it interesting while not being worthless - you could jump off the defense/accuracy/anti-spike track into an alleyway to the speed section, for example. Maybe have special Upgrade Keys that let you open up those alleys? Also, the big upgrade squares could be MUCH MORE LIMITED XP/CREDITS UPGRADES. You NEED to limit those, because they're harmful to getting players to mess around with stats. I'd suggest even making them hidden, so first-time players wouldn't know they're there (and maybe not ever get them, period)
2) Ditch the upgrade map altogether, balance some of the abilities as described above, and just put credits where you please. Dumping at least 50 credits in Charisma skills would let you access the fourth skill, dumping in 125 would unlock the fifth skill. HP would increase with level and an Agility (...maybe just name it Strength) perk
You are a talented developer, and this game has great potential. Make it awesome!