Nicely done. The lightened outlines are certainly better. Not that I'd actually recommend you do it for the whole game, of course, as stated before. Now the only thing else I can see could be improved, though, is the palette--it's mostly just a straight ramp, lacking hue-shifting. Making darker colors lean towards blue, and likewise, lighter colors towards yellow could suffice for an RPG like this.
But you have to wonder how the knight manages to squeeze his/her head into that helmet. It's pretty wide..
Thanks gain for the feedback pistachio. Could you elaborate on what you mean by "Making darker colors lean towards blue, and likewise, lighter colors towards yellow could suffice for an RPG like this.". I think I get what you're saying but would like some clarification. Good eye, yes the head is about 2 pix to big to fit into the helmet but whatever.
Here's one of the first rooms for the interior fire dungeon :
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Again, users will be viewing the sprites at 400%. We're just doing the very base of the maps and adding in things like wall/ground torches, enemies, blocking pillars ect through a game editor that my programmer did up. Areas blocked off by lava will only be accessible after you've unlocked the water spell which will allow the player to cool lava tiles amongst other things.
I just realized that the perspective is all kinds of fucked upp, you're mixing the old view that so many old fantasy RPGs has with watching directly from above, and it's really, really bugging me out. Make up your mind, it looks like you've just thrown in one perspective into another and then adding another perspective.