Thanks for the feedback you guys.

I will definitely finish this, although right now I have little time to work at it. I just started a new job which is taking a lot of energy, but I'm thinking of new things to add in the future anyway.

Once things quiet down a bit I'll be back at it. Meanwhile doing some small pixelwork, just little stuff, postponing working out the big ideas until I have more time and energy.
Looks really good, what platforms (systems) are you planning to release it on?
The gfx look great, and I think we can always do with more indie RPG games.
I'm thinking Windows and Linux, iPhone and Android, maybe more. For the phones and so on I'll have to see which controls would work best, and I'll need my friends to test on their systems but that'll work out. Because of the way the landscape gets built it's not really a big deal to change screen resolutions (except on very big screens which make the sprites look tiny).
Yeah looks great
You'll have to have birds flying over head when you're riding the platforms and stuff to shoot at like that! I like the fireball charge up mechanic too, looks fun.
I've always wondered how to handle a side-scroller like that.. I'm comfortable with grid-like tile maps, but how do you make levels for that sort of thing? Are they just a big long sprite? How do you do collision?
The enemies in the sky are in my plan, yes.

I've coded a level editor (see attachment). It's a grid, every block is 32x32 and has a TYPE which holds integers like sprite_number, solid, wall and ramp to check if it's a solid object, and what kind, and which sprite, etc. Then in-game I check collisions for all solid objects that are on screen. Some of the objects that don't need collision detection (like the background mountains) aren't 32x32. For the ramps I use ANIMCOLL, for the squares I use BOXCOLL.
All blocks are stored in an array of the block type. Drawing goes like this:
....._____________......
: | | :
: | | :
: | visible | :
: | screen | :
:.....|____________|....:
/\ /\
|---- draw here ---|
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