Flame, the background elements have too high contrast and sharpness.
At first I didn't even spot the characters and when I did, it was only thanks to the outlines.
I like the look of it though!

Here's a rough edit to show you what I mean:

Thanks for the compliments and criticism, i'll rework on it :D1
I swear there was a thread like, two years ago listing the same points about this same game. It's certainly improved in some regards. Round buildings, they're good. The design's cute. I know this isn't meant to be a criticism thread
but.
I stand by what I said back then - Square Brown Chocolate characters in a Square Brown Chocolate world are a really bad idea. Your ground is still dark, heterogeneous and
square. Your background is still
brown. The only thing to pop out at me are those flags. The foreground elements are all interchangeable with your characters. The characters are so good at blending into the background they look like they're camouflaged. Outlines are not the way to go, Flame.
Cut back on the shading a little. It was probably a pain to implement, but it isn't helping definition at all. Take a look around the thread for how to make characters pop (Herror's doing a bloody good job). Make use of patterns - I know random placement of tiles can look organic, but in this case it makes all elements on screen look like television static. Simplify your design a little. Get some contrast going! (Don't just use the same shades of brown for everything)
These ads always creeped me out, and I'd recommend you turn the sound right down, but they do living chocolate well. Lots of brown, but contrasted with cream and highlighted with greens and purples. It works.
Take Seiseki's edits to heart, and go further with them.
Its a game about kids that fight with robots and do drugs and stuff.
I need a cool title with 2 words.
No title for you, but this looks boss.