This is a fair criticism, and I'll be addressing it in the FAQ, but I'll say it here.
Basically, the origins of the game you see, as it exists now, can be traced back to a flash game I started developing about a year ago -- Where my aspirations weren't as high, I just wanted to make a metroid-like because Nintendo wasn't doing it.
The game grew a lot in its concepts and ideas and aspirations -- But, as of now, the basic gameplay mechanics and engine are still the same that I set up originally.
Moving forward, if funded, I intend to rebuild the art for high res (and it'll be MUCH!!! more detailed because it won't have all those size and memory constraints built into it like my flash game did!) and since we'll be recoding it from the ground up, I'll also be overhauling the gameplay mechanics. It'll still be similar to metroid in some ways, but it'll be much more visceral, with enemies stumbling and falling down, things being pushed back, the player being able to be knocked down -- and we'll have a basic melee attack for shoving enemies. It's all designed up here in my head -- It'll be metroid-like with a bit of a melee combo type game mixed into it for good measure, and I feel it'll be everything the game needs to give it its own distinct flavor.