Simple idea, letting it expand too far.
... you've currently got one fighter with either multiple variations of weaponry options or a fully functional dual-wield system, and you're telling me it's only -one of- the heroes?
okay.
What impresses me about some artists is not necessarily their ability to create intricate and beautiful details, but to create intricate and beautiful details in such a simple manner that it feels entirely whole and natural, not frustratingly overwhelming and unnecessary. It's awesome how detailed and thorough you are (were?) with partisan tactics, and though I totally do get excited about all the pretty graphics... I do believe that in art and game design, especially indie game design, above all else should be simple.
Take, for example, both crocodingus and thrustburst. Incredibly simple gameplay portrayed in a clean and simple manner. You didn't get the option to play as one of 17 different ships in thrustburst; It most likely would have distracted from the gameplay. Crocodingus... well, to be honest I haven't yet tried it out, but even from the screenshots I can tell that at the core it is simple, and I've only read positive things about it... soooo :O
Also common reference, Cave Story. "Hey!" you say, "That game has multiple weapons too!". You're darn right it does, but you'll notice that each weapon is entirely unique and serves an individual purpose that is not filled by any other weapon. The machine gun is perfect for people who don't like platformer bits. The nemesis is great if you get hit an awful lot. The spur is there for the people that like to charge up their shot from behind a corner and blast their opponents in one shot, and the fireball is for those people that like to gain the high ground and rain destruction on their foes. None of it amounts to "I'm using the fireball because it looks cooler". Every weapon in that game serves an explicit purpose and greatly adds to the gameplay and value of the game.
So I very much agree that you're prone to letting your ideas run away with you, and I encourage you to make everything in your game serve a purpose to the gameplay, just to show yourself that life can be fun for a man who picks one weapon and sticks with it.
As for art specific crit, he doesn't entirely look like a viking, to me. I'd accept that he is if I was told, but I think you can push the viking-ness a bit further. Like, where's the guy's beard? What self-respecting viking doesn't have nasty amounts of hair? What's with this sissy little hatchet he's holding... I mean, c'mon, the blade is only as big as his head! You can do better than that!
I'm glad you're working on a new project, though, ndchristie. Gives me yet another game to look forward to