For the opening sequence, having a changing resolution as you tell the story is very unprofessional and makes it remind us that it's a quick flash game instead of a polished one. The grammar is also unpolished; you can jump "ON" the enemy, not "TO" the enemy.
Other signs of lack of polish and proper development: enemies disappear when near the screen. The music remains the same throughout all the levels. There is a lag in between levels and during saving, with no real explanation for the lag (for example, it could say 'game saving' during the save lag, so people don't think the game just froze).
Beyond these polish points that are critical, there's the game itself. It doesn't offer anything too new, and boasting that it is "fascinating" is simply over-advertisement. Currently it's a simple action platformer. There is very little feedback from jumping on an enemy; I'd personally prefer more of a bounce instead of just that slight bump. Another odd stylistic choice was having your robot be pixel art, but have the menus (continue, save, load, etc) be smooth graphics. It just looks odd.
Jumping only has one set height! This is bizarre; most platformers allow you to vary this depending on how long you hold the jump button. Bullets can't kill enemies just off-screen; also bizarre.
Your concept of a simple fetch-quest-style action platformer is not groundbreaking by any means. Your mix of graphical styles and limited combat options slow the game down and do not enhance it, as well as creating a weird visual juxtaposition of different themes. The music is repetitive to an astounding degree, and the execution lacks in many areas of polish and even basic gameplay. Viewed in context of other platformers, it simply isn't up to par.