Also, that back-most leg is almost invisible and the rightmost one moves slightly faster than the leftmost one it should be synced with!
Theoretically due to the perspective, if the foreleg and hind leg were completely in sync, then the hind leg would be hidden! Of course nothing is perfect, and so I initially moved the hind leg over a bit so it would be easily seen. Anyways, I slowed down the original pace of the hind leg, so it should look more synchronized now!
Another thing I just noticed is that the barrel of the gun seems to hover a bit rather than stay fixed to the orb, if it moves around the orb like that the angle should change slightly to match where it is on the sphere!
Otherwise I'd try to keep it more stable.
I was aware of this, and I kept it's hovering appearance as a stylistic choice. The game this enemy will be implemented in consists of primarily horizontal gameplay, and so I want most of the weapons in the game to be parallel with the ground (weather it be enemies or characters). Since the gun seemed awkwardly attached to the enemy, I found that that part of the enemy was noticed first, and it is the part of the enemy that will shoot at and hurt the player.
Hopefully that all made sence, I may do away with this concept and find another way to indicate that "this part of the enemy is the shooty bit".
Here I kept the base of the barrel static while just the tip jitters.