Thanks for the well thought out response.
The main point I want to address is the issue of treating everyone like a beta tester. That's NEVER been the case, and never will be.
Rot was made in HTML5 because it's a skill I need to learn, like DN8 Pulse was made using Stage3D ( And I got slaughtered for that ), but it's still the game I wanted to make. I've never jumped on any genre bandwagons ( Says the guy who's just released a zombie game, but in my defence I'm at least 3 years too late ) just for the sake of an easy sale, every game I've made is because I've wanted to play it.
Now, Rot was going to be bigger. It's currently capped at rank level 25 but I was originally planning 50, but it reached the point where I would just be throwing money away. The HTML5 game market isn't like the Flash one ( And that's all but dead ), for every traditional sponsor like Miniclip ( Who sponsored this ) there's 10 sponsors who just want simple little games that will work on mobile, and they'll pay next to nothing for it.
So at present there's something like 18 outfits in the game ? That's x4 because we support two skin tones and both male and female. Each outfit is 20 frames of animation for the rotation, so it's an insane amount of frames for those outfits, adding another 20 or so to reach level 50 would have been so much work that I'd still be working on it now.
There's more content in Rot than Outpost:Swarm, which we did in half the time and earned over twice as much for. Factor in HTML5 is absolute hell to develop in, that every browser update can break something, that it's got to work in say 4 different browsers across two major platforms ( Not counting mobile ) all with their own weird quirks that you have to hack around.
The plan to move over to Unity to do a big balls out version happened around the time I realised I needed, not so much to cut back on Rot, but not go mental and put everything ever in it. So this isn't a cut down version done purely as a Greenlight advert, content wise I'm proud of it, I would be proud if I'd thrown as much into a Flash game ( Lost Outpost has more content, but then there were two of us working on it, and for a solid 9 months ).
Sorry if this reply comes across as me being butt hurt, I'm really not, I just think it's important to explain these things where I can. Also feedback like yours really does help Rot Purge be a better game ( I do really regret not giving the player a shield at the start of a level, or ensuring that no zombies can attack you straight away, that was poor design )