If you notice on my mockup, I changed the health and mana bars to red and blue respectively. Like it or not, this is something that is instantly understood by players. The past 20 years or so of gaming have reinforced this, and deviating from this can confuse players (I initially thought yours was some sort of poison counter).
It can't be seen on the picture, but these are not bars, but crystals (they change colours - fully, not parts of them - as you take damage/use mana; exactly as in M&M 3). The HP crystal is first green, then orange, then red (with shades). I did them this way for a silly technical reason, my engine does not allow copying parts of an image and I was lazy so I tried to avoid adding that functionality to the drawing engine :D That was the main reason, I'm indifferent both ways on this. I think I could change them to standard bars (then the HP would be red and MP blue of course).
But more importantly, is the shape and placement of these HP/MP areas OK? Becuase I can change the crystals to bars later easily, it would be a simple change of a picutre, but the space it takes needs to be determined now.
Also, what to do with the MP crystal/bar if there is a character that can't use magic (currently it's grey which does not look good)?
As a "target audience" gamer I can only say: please do not mix high res and low res. Like your crisp font and the minimap compared to the buttons and character portraits. It just feels overall wrong and "cheap".
Well, that's the big problem. Take a look at the screen below. No matter what I do I still have this 3D which is highres 1x1 pixel. I stylized it as pixelated using low res non smooth textures, but it's still 1x1 at the far distance.
So, no matter what trick I do, it would still be mixed resolution in the main view area...
Compared to the lighsource of the buttons, the highlights on the health bars are off to the right (should be top left).
LOL, indeed. I should have noticed this.
Yellow text is hard to read on that flesh colored background. Why do you use the outline on the font? Black text should better work for this background. If you want to stay with white, then choose a darker background. Also a dropshadow instead of the outline could work too.
Fonts... The major source of my headache
I hesitate on all the things you listed. I think maybe I should keep the background lightish/yellowish/orangish (BTW, my goal was to make it look like a parchment, not flesh, couldn't figure out the proper colour through yet :D), remove the outline and make the font darker (not sure about exact colours through, advice needed)? Or maybe leave some shadow on one side (right bottom) of the font?
It's more complicated. The hand is for "interact". You go to a chest and click it to open, go to fountain and click it to drink, go to an NPC and click to talk, encounter a hut in wilderness you click to enter. An advanced player would press SPACE to interact instead, but a beginner might use that button. I was also thinking that it could change colour/flash a bit if you go next to an object you can interact with.
Hand was the only thing I could think of... But I'm not very happy with it.
T is for testing, it won't be in the real game.