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^This. I mean if you're developing something in 3D on one of the latest engine and just throwing around too much awesomeness at once, well, maybe then that's an option. But we're talking 2D sidescroller here and I'm sure you almost could have developed it for an SNES without the problems, if you happened to be SNES devs at that time with proper understanding of the console and innovative ideas on how to overcome limitations (like Megaman's face in the NES games).
The sad thing is, that I was looking at your game and thought "that actually looks like a lot of fun" and still I'm not sure I'll bother to buy it, because it's made in Flash, which means the most reasonable method of playing this game (using a gamepad) isn't supported. I mean you CAN TRY to get around it using Joy2Key or whatnot, but that's actually not as good as native gamepad support, one of the reason being that your userbase has to make it work for themselves. I think I can somewhat understand why you used Flash in the first place, because it seems Flash is somewhat easy to come by, cheap to develop for and if I'm correct I read the game had been free in its former release (which didn't include as much as the new version), so it's seems at first you weren't even planning on selling the game through Steam until it became popular.
You might consider throwing out some well designed DLC, which will get you enough money to switch the engine simultaneously and thereby attracting new potential buyers and giving yourself a chance to even add some more fancy graphical effects where you think it's appropriate. You still have all the assets, just coding would have to be rewritten, so maybe you need someone new to do this and the person surely wants to get paid, so in the end designing DLC to accomplish this seems a reasonable idea to me. In the meantime I'll go check out the older version anyway.
The reason we went with Flash is because just about every PC on the planet has Flash installed on it and Adult Swim operate a Flash games portal who we develop games for - the decision to bring the game to Steam was made when the game was nearly complete, but we still would have gone with Flash even if we were developing only for Steam. As for native controller support, that's on the way and should be implemented in the next week or so - hopefully that will make everyone happy! ;)
When I saw that flashgames nowadays have all that achievement, account and even savestate stuff and potentially some nice looking graphics too (don't get me wrong, I like the old-school style your game is going for!), some years ago, I realized that Flash had improved. Yet what troubled me - beside that gamepad support thing - was hearing you'll just redesign something, going back from your original vision of it due to slowdowns. Maybe I misunderstood, but it sounded not like you were trying some method to have it "look the same, but without slowdowns" but rather have it "look different, so there's no slowdowns". I'm sorry if I was mistaken.
That was my initial thought as well. My bad for misunderstanding.
My OP, that was deleted, wasn't meant to be offensive to the developers. It was just my own opinion on flash verses other programming languages and how I felt this game would have fared under the hypothetical situation that it was written in C++.