I'm totally digging this guy's hair and general stance. This is a personality goldmine in such a tiny sprite.
The perspective on the overhead beams is problematic. One is more foreshortened than the other. Would you actually be dynamically making them foreshorten to follow the camera? Even if you did, the foreshortening isn't accompanied by full perspective of the beam appearing larger when near and smaller when far away. If you want to avoid a whole mess of complication, make them all static and the same.
Even for rooms where the camera doesn't move, using perspective techniques would ruin consistency with the game. I suggest you scrap those beams.
Also, is the floor wood? If so, I'd make the boards more distinct.