Really loving those animations!
I agree about the grass, the strange sporadic detail on otherwise completely clean plastic-y planes isn't working so great imo. Spread the love, make that grass LUSH.

I had a play with the palette:

Lots of stuff, I'm kind of tired at the moment so I shall just summarise with bullet points:
- I recommend avoiding using straight greys. Try to tint all greys in some direction or another. I usually go for teal shadows and yellow highlights. Helps to harmonise them with the scene as well as just add a bit more interest to them.
- Watch the contrast on your background layer(s). I feel like they share too much emphasis with the game-relevent layer atm, so I worked to lower their contrast.
- The hues are pretty straight for all the ramps. Be bold and experimental when picking your colours, push things WAY up in saturation, push the hue WAY along as you move up the ramp. If its too extreme, slowly dial it back until its reasonable. This way you are erring on the side of interesting colour dynamics, rather than playing way too safe and ending up with something that is flatter. Helps a lot with keeping your contrast up too, instead of being too meek (a problem I suffer from frequently).
- Feels like there needs to be some team colour on the player sprite's head. It's almost always the first point on the sprite that I look, and currently its a sea of grey. I would actually completely redesign the player's head if I were you. It's just this metal box with eye holes, not very interesting at all imo. I recommend leaning towards designs that give interesting lines, excuses to use a variety of colours, and something that of course makes sense for the character.
Uhh I think that's all the points I wanted to make. I could keep tweaking the palette for ages, but I'll let it be. Hopefully it's helpful as it is.
