Hi DoomsDave, thanks a lot for the in depth feedback. I really appreciate it. Let me answer to the points you are making:
DoomsDave wrote:Initial cons I have just off the gifs and trailer-
Pewdie bait is a real turn off. We all want to make it big and it certainly has worked in the past but when it doesn't it leaves a bad taste in the mouth of your design. The memes and especially the stuff with Edmund was pretty cringy. By attempting to go for that pewdiepie money you're shrinking your target audience. Pewdie bait has become so transparent that a lot of people won't give you any time at all.
There are 24 bosses in the game and we tried to cover actors, popstars and game related ones. For sure we would love to have Pewdie playing our game, but to be honest it's just as fun for the players to recognize him and that was our main reason, why to put him in the game.
DoomsDave wrote:
There seems to be no environment variety and what is there is kind of boring. I know you don't want to make the bg too busy but you can still do a lot more than generic stone tiles.
We have 3 different tilesets, depending on how far you get. But as you stated. The action comes from the items and attacks, not the background.
DoomsDave wrote:
Your trailer leaves the players focus on memes rather than the gameplay. The gameplay that it does show is too brief and distorted to get an idea of how the game plays. If all I had seen about your game was the trailer then I wouldn't know that it was a roguelike with a ton of powerups but I would know that there is a character called Justin Belieber.
Feedback accepted, here is a gameplay trailer for you:
https://www.youtube.com/watch?v=S9knyDehwGA
DoomsDave wrote:
(might not be a con to some people) Where is the hitbox? Is it the player's head or scarf or whole sprite?
It is in the middle, and was hard to point out no a real pixelart person on a hoverboard

here it is
http://i.imgur.com/9zifPO5.png
DoomsDave wrote:
How much do the power ups change the way the player actually plays? This is something else that isn't communicated very well in the trailer or gifs. In Isaac for example, a large number of the power ups affect how the player actually plays the game rather than just changing up the projectile's visuals and values.
Having 50 items in game it is way more the item do than changing visuals and values. eG there is an items that resurrects you if you are dying and you get another chance. But you are right. A video showcasing the items and a page or wiki would help a lot.