I agree with Pix3M on the pose. In addition, I would suggest to limit or totally eliminate the dithering on pixel art that size unless you are going for a technical limitation of some sort on purpose.
Since you stated your intent was "eye candy", you should add more colors to buffer the transitions between shades, preferably implementing hue-shifting when you do. This would increase its visual appeal depending on how well you implement it.
Another issue I have is that there are small highlights in odd places that don't seem to add anything to the image. It's best to either leave these out completely or increase their area to include a larger cluster of pixels instead of dotting them here and there (see your chars' knees, elbows, and wrist joints). On pieces this large, a pixel or two has a much smaller effect in providing contrast you seem to be trying to apply.
One last thing is that stray single pixels on the outline silhouette is something you ought to avoid where possible. You did mention this wasn't for game art, but if you wanted this to work on darker backgrounds, it simply won't without double or triple pixels around the outline of very thin parts of your characters to allow it to 'blend' into black.
This technique isn't talked about too much in tutorials, but looking at old SNES sprites, particularly RPG character sprites, you will see that they all tend to look fine on different backgrounds of any shade or color, including the exact shade of their outline color.
To illustrate this, if you picked the color of your pink character's horn tips (I'm assuming that's a horn of a goat or something), and filled the background in with this exact color, chances are, your image will look really bad in the sense that it has no real form anymore aside from the inside colors, which should be used to create a sort of "reverse outline". This technique will cover scenarios like that. Unless you know exactly what BG color your art will be placed on, you should keep this in mind -- even for non-game-related pixel artwork.