ABC, I agree. Low resolutions are very restricting, although with enough experience, there are more things you can pull off. Not to say that you shouldn't start small. Essentially, here, you're just utilizing common symbols and individual pixels to convey features, like dots for eyes and lines for limbs. You could give it some character. Think about it, this could be used as a template, and a generic one at that. The character's accessories are practically interchangeable. Think about how it reads at not only 2x scale and up, but at its original resolution, as well. In this case the symbols I mentioned earlier stand out perhaps too much.
Other than that the colors are very, very saturated. The flat shading, on the other hand, isn't much of a problem for me. I've seen this technique accomplished many times before. But again, the character is ambiguous.
Gradient on the hair (yellow to pink) does not make much sense, and by the way, I advise against using straight gradients.
Some of these points are hard to get across, edit coming right up!
1- Yours, with replaced palette. Looking better already. 2- The start of my edit, blocking in rough shapes. 3- Finished version. Head redrawn, torso refined, rest of sprite tweaked. Added outline. I just like outlines.
I took a lot of liberties here. For one, I suppose my edit looks older than yours. Hard to tell if that's what you wanted.
Note that the
palette I used here (slightly modified, and to demonstrate how less saturation and some color variety makes a difference) belongs to Arne; credit to him.
Also, might I redirect you to
this tutorial if there are terms you still don't understand.