The Funny skill raises a bit oddly. It seems to get stuck on level 4, but the progress bar keeps finishing and getting higher. After 3 or so cycles, it works normally again, but you've essentially missed those levels but the progress bar is now exponentially longer.
The controls feel far too unresponsive for something that aims to be a difficult platformer. It feels like you keep sliding just a half-second too long after you stop moving, and you start moving in general just a bit slow. The level design assumes the controls are good, but since they aren't, it's frustrating for all the wrong reasons. The fact that I can no longer just hold space after I pounce onto an enemy to keep pummeling him is, in my eyes, a huge demerit. I don't want to have to mash my spacebar, wondering if it's even registering half of my presses, just to make sure I kill an enemy in decent time. The control scheme isn't customizable and uncomfortable. I don't know, on it's own, this game could be decent or even pretty good. But compared to the first, it's not as fun or charming or convenient. It feels half-assed considering the release intervals. Everything about it is just a letdown if you've played the first, when you can imagine what could've been and what was.
It'd be nice if we knew how much total cash per second we're accumulating instead of just individually per store chain. It'd also be appreciative if there was a way to tell what percentage of your total income per second was generated by each store chain, e.g. 30% of my profit comes from Lemonade Stands, 20% from Oil, 15% from Donuts, etc. Stuff like that would be really helpful in informing me of what I should focus on purchasing next.
Boss fights are too hard later on, it's ridiculous how the L35 boss can take off a third of my health in a single hit. Upgrades get ridiculously expensive fairly fast, maybe mitigating the costs a bit would make it more viable. Rewards for boss fights are stupid. Me spending 8 minutes killing an Insane Boss shouldn't yield nothing but grey and green drops. The algorithm for determining upgrade costs of weapons are flawed, since the upgrade in color quality is flat, staying with grey is simply better most of the time, and for some reason, the algorithm bases a lot of the upgrade cost on the level of the weapon from when you received it, meaning it's cheaper to upgrade a weapon that you got at level 1 to level 30 than it is to upgrade a weapon you got at level 29 to level 30. Some weapons are almost useless, such as the bubble gun, and purple drops are still too rare, 40 levels in and I still only have the 1 I got from Level 5.
Okay, let's talk about a hypothetical situation here. You walk into an ice cream store expecting absolutely nothing, and they give you free ice cream, except it has no sprinkles on it. Then you notice that the ice cream store right next door is giving out free ice cream WITH sprinkles. Do you complain about not getting free sprinkles?
Sweet, got through hard mode with no failures! When your pressured, it gets really easy to make mistakes like accidentally dragging a piece and letting go a bit too early, or clicking near a piece to grab it by not on it by accident, among other things. It'd be nice if the buffer time were a little more lenient IMO
So basically you stole this game(Futility, here's a link: http://www.newgrounds.com/portal/view/518819), made a few graphic changes, made it more unresponsive, and changed it into a single long hectic run instead of multiple short levels that can be individually played. Your sponsor link doesn't even work, and you don't even mention the actual game(Futility), insinuating that you made it.
What I think is that you should change it so you get 1 cash every 100 frags in a room, and after 250 frags in a room, you get +1 money and exp per frag in that room with a cumulative effect, and after getting 500 frags in a room, you get an additional 10 cash with a +1 cash effect that is also cumulative.