Eh, what it does is remind me for the next project. Lesson re-learned, no problem, I feel fine. I experienced significant growth in pixel art while working on it, I'm happy with that.
Originally, I was going to poise the char you see at left atop a pile of defeated aliens, like Frazetta popularized, most often done with his Conan character. You know the classic scene. It's been copied and parodied endlessly.
Good analysis of the pixel. This uses a pre-determined pallete, just to be clear - the Commodore64 palette. And an awful palette it is. Challenging. (I'm dying to see you try it out, come on . . . )
It's hard to maintain the detail resolution I desire with such a limited palette when trying to designate objects according to depth or color groups, for example - pushing the aliens more into the bg by using less lighter colors. I tried and tried but just didn't like the results I was getting. I need the left char to have way more focus, but those pesky aliens have ended up stealing a lot. Then what is to blame here? Poor planning? Palette too limited? My own imposed standards too tryannical; offsetting the composition balance negatively because I won't compromise them, the final result ends up paying one way or the other. Here we have confused priority and crowding. Hmm, I could be typing less and be getting more work done on the next one couldn't I, hehe . . .
Oh, and I admit, the odd dissonant badge thingy top-right is the result of giving up on the blue bg planet pretty quickly - I was already using the darkest color for the mid-ground aliens as they diminish away and that didn't really leave anything for the planet. Tried different dithering techniques. Nothing worked.