for some reason to me the column seems more top down than the rest, mostly the base I think, that or it could just be the scale compared to your other objects, and I'm really fond of the style, and after staring for along while I'm not really perceiving the same depth with the chest, it reads more front on to me, maybe due to the lack of overlap on the lid, or the consistent highlights not entirely sure, although I suspect in a mockup or in game especially if animated to open, it'd look perfectly fine. or maybe I'm just too tired right now to tell
experimented a bit to see if I was crazy or not,
Ed:
<reinforced perspective
also I think the assets especially the column would fit in more in a game context if you made them with a strict relation to a grid, and it's more what I am used to seeing in top down RPGs, you guys were talking about axonometric Vs Oblique, to be honest I've always and most games I've studied have strictly used the grid itself to decide the ratios/perspective angle and it establishes what the viewing angle is. this edit of the column just aligns the perspective to a 32x grid
and that alone definitely brings its viewing angle down. 2D spaces have an extremely limited range of what can be pulled off in game and look cohesive in relation to character and environment, you can push various variations but if you are sticking solely to a grid like almost every 2D game does, then you'll find yourself matching your props and objects to that ratio the tiles establish, hope you follow what I mean because what you're doing deviates from that to some extent, and I was under the impression you were definitely pushing your perspective in a game art context.