- Consistent "smooth factor" for the animations. Meaning either they are all smooth or either they are all non-smooth, like the blond woman.
I'd personally urge you to use a minimum of 3 frames whenever you make an animation because a 2 frame animation will always look choppy and amateurish no matter what you do. JWK5 gave you a nice demonstation how to improve the blonde woman's animation, so if you have any other art assets with a 2 frame animation, I'd change those as well.
- Dark outline at every character body-part and weapon.
- (?) Dark outline at every scenario object/building.
Just for the record, like JWK5 I prefer the more dynamicly colored outline, and he's already explained why, so I won't add anything to that.
- When picking a color palette, don't use too many colors (not because it doesn't looks good, but because for a somewhat inexperienced artist, it is easier to make something good with fewer colors). And use vibrant colors.
Don't think earthy or more desaturated colors are taboo. Using nothing but vibrant colors will make your game look garish and at worst even hard to look at (many mobile games fall into that trap). You want to achieve a nice balance between the two. Like JWK5 said:
Make sure the colors you use on the character mixes well with the environment colors, so that they still feel like they belong there. Right now, the colors on your characters are not as "earthy" as the colors of the environment they are in, their colors are more cartoon-like (vibrant and pop-y).
Your 8 month old screenshot actually has some charm to it, even if it's clear that it was made by a novice when it come to art. Just don't try to force a perspective view (the upside down flipped trees) when your game is supposed to be (and works best) in an orthographic view.
But yeah, that's all there's to say for me, I think. There probably wasn't even a need for me to write this comment, but I didn't want it to look like I was ignoring you. Good luck and I'm looking forward to see what your game will end up looking like.