I think it's looking pretty good. Like Facet said, though, the furniture is all the wrong size, heheh.
Also:
The new straight-right cast shadows aren't helpful imo; surely you should shade according to the two lamps?
I don't think that would be very feasible if he wants to reuse any of these tiles later on...the Castlevania games pretty much just seem to ignore lighting, besides on the tiles the lamps are placed directly on (pillar/walls/etc), and that always worked well enough for me. It might be best to just do that here, too. I agree that the shadows don't work as well as they could as they are, though.
The characters, I think could be more dynamic, could better act up their roles with more attention paid to pose. Quick example below showcasing dramatic cape flare and pleading hands respectively as well as swapping out the chain thing which I thought was jarring with the the rest and also adding an awesome feather, just because Tongue.
Again, the guy's pose works well in a still-shot or cut-scene type of thing, but I don't think I'd want to see him throw his cape back every single time he swung his weapon in the game - I think Paiku's going for reusable/in-game looking graphics, even if this mockup is just a for-fun one-shot. (Hyphen hyphen, hyphen hyphen hyphen. Also, your picture of the jumping guy is pretty awesome, even if I don't think it'd fit in an actual game.)
As for the girl, I don't think she's supposed to be pleading with him, hahah. She looks like an evil wraith who's only moving backward so she can attack our hero with her evil magicks. She doesn't look worried about him at all in Paiku's picture, but I'm pretty sure that's the point. =)
She could be expressing her in-expression a little better though, I think. Maybe have her cross her legs or her arms to make her more smug looking?