Thanks for the breakdown, gives me something to think about. I'll go down the list.
Very Important
-The perspective is supposed to be partially top down a la classic rpgs. You have to bend the rules of perspective a bit given that it's a small res game (320x240). Look at stuff like chrono trigger or FFVI, the sprites aren't in the perfect perspective. I am open to the idea of editing the sprite to match, or what details could convey this more convincngly.
-Green wall also shows that it was once a real home, but now the tacky wallpaper is peeling off the walls. The idea is that thugs would just stay posted up at abadnoned apartments and homes, so it could have some remnants of the original owner.
-Reason for lack of contrast is trying to keep color count down, but also due to playing with darker/lighter relationships of base tiles, I'm having trouble finding out which one conveys depth correctly, which influences the colors I can use for secondary objects. Right now I can't decide if it's the blue wall on the light wood, or the grey wall on dark wood floor. Or maybe I need to mess with contrast even more?
-the banding on the sprite is trying to convey volume in a very limited size (24x32)
Less Important:
-Fixed doorknob/door in edit.
-The holes in the floor would be much more elaborate when done, I just threw that in to see how it might look. The problem is establishing the correct floor, and then editing it into missing boards/wrecked.
-I will add cracks everywhere.
-Yes those are wip, but help convey the right atmosphere.
Not Important:
-Stairs would lead to...the second floor, which isn't visible because would be a separate map.
These tiles are not quintessential cyberpunk, it takes place in the near future, so this would be like a modern house but beat-up and trashed. Maybe thugs would have small tech devices to show it a bit.
I have studied all sorts of different pieces/styles. And you're right, when things are simpler, readability goes up, and contrast issues become more apparent. However, with careful pixel manipulation you can have more complex stuff and have it still look clean. Maybe I should make light/value plans before starting tiles so I know how everything will fit together. To say that it looks like something worth playing is a huge compliment because this is hardly a fraction of the graphics created thus far, you should see the city.
Anyways, here's an edit that addresses some of the points.
I'm testing blue wall on original floor. Sprite posted as well as a readability trial, fully on floor, and half on wall (where he blends somewhat into the wall, but is somewhat saved by skin tones.) Upped contrast on door, red color makes it a noticeable entry-way, added some highlights on it as well. Also added a picture, and some exposed wall boards, that would be applied on layer 2. Also, the darker the floor is, the harder it is to see our main character, so idk how much darker I should go if editing the dark floor from orig post.