Cool to see some sprite work! For some reason I was expecting people to focus on tilesets and largely ignore sprites (don't know why).
Photocopier: needs some more frames to get a smoother motion, I say. Also a little more of a snap to the clothes being ripped off could work well. Add more of an anticipation to the moment before the clothes tear.

sakket: Could use more follow-through/overreach, as well as more anticipation for the swing. In other words, he should bring his shoulder and arm back, then bring it forward and then have the follow through.
also is this pretty much a mockup frenzy sorta thing?
The challenge goes hand in hand (oh ho!) with the commercial critique. The role of the
commercial critique is to ascertain the techniques that worked well/positively contributed, and the elements which didn't work so well/detracted. The role of
this challenge is to exercise what has been learned by "extending" the content of the game being studied. This means trying to replicate the "good" techniques by creating new tilesets, sprites and mockups (for a hypothetical Shatterhand+), and eliminating the "bad" techniques with revisions of existing sprites and tiles in the game.
In other words, this thread is for taking what you have learned and applying it back on to the game you have looked at. In the process you
will level-up in pixelling.

I'd enter... but I don't really get the specs.
What exactly listed in the specs don't you understand? There are many people here who could elaborate for you.
EDIT:

WIP. For some reason I wanted to go with a jungle temple loaded up with deployable tech-modules slotted into the ruins. 3 background palettes used so far

Very fun to work with!