The way I see it, is that right now all you are lacking is a consistent style. As soon as your style is locked in, the sprites will lock in. I'd like to see more texture in this, especially because of the texture you've created in the fence itself. Maybe give the fox head some fur texture? I'll try to do an edit if I have time.
Thanks, Slym. If you could do a quick edit, I'd really appreciate it. Can I even fit a fur texture onto the smaller fox sprite, or just the larger one?
I don't know if you are working on a game, but if you do so, you should definitely stick with the smaller resolution, not at least because the higher res really shows how inexperienced you seem to be at drawing. There isn't any problem with drawing things with pixels larger as long as you know what you are doing. The lower resolution also saves a bunch of time, saving time means more context in less time, which is pretty good for any game.
Just passed my ten year drawing anniversary, actually. I'm ashamed to say I don't practice nearly enough, so I'm pretty bad considering when I started drawing, but I'm not completely awful with pencils and paint (
http://imageshack.us/photo/my-images/11/glasscroppedb.png/). I'm pretty much brand new to pixel art though, and will definitely admit I don't have a single f***ing clue about what I'm doing here, hahah!
And yeah, your art looks like random ms paint drawing, that's because you try to redraw the Zelda stuff in a higher resolution, neither understanding how the style works, nor how to achieve a similar sense of depth.
A style comes from experience, and also a very simple style has it's own rules.
That makes it sound like I picked a simple Zelda-esque style because I thought it'd be easier to pull off, which isn't the case at all. I have a ridiculous amount of respect for the artists who created Link to the Past; the game is amazing looking, and I realize that this style is just as hard (well, probably harder actually) to make look good as something like Seiken Densetsu 3; Since everything is so bare, bad technique is going to shine right on through. My sad attempts at aping the style are proof enough, I think. I saw this coming, but I figured if I became good enough at pixel work to pull off a simple style like this, it might be
faster to work with, since there
is less detail work involved. That's where my motivation comes from! =)
the fence has more details than the other stuff
Yet is looks fine next to the chicken, I think, where the fox looks bad next to it. I'm a little confused by that!
-the fence has a brown dark ouline, the stone a soft gray outline, all the sprites a black one, the other tiles none
Well, the idea with that would be that moving sprites, ie, the player, enemies, animals, etc, would have solid black outlines. Non-moving sprites (things the player can walk behind/cover, but not move: stones, fences, etc) would have dark colored outlines. Flat objects, such as the paths, flowers, and borders around the water would have no outlines. I figured it'd be a nice way to easily establish priority for the player. "These move, or you can use them. These you can't walk through. This is walkable ground." It doesn't look like it was going to look good in the end, but maybe it would've looked better once the tile set became larger? I'm not sure, yet.
-your cluster technique isn't controlled, which gives all a very WIPish and sloppy appeareance
I think this might be the biggest thing, right?
or to bring it down to some important points
-light source isn't consistent
-perspective isn't consistent
-amount of details isn't consistent
-technique isn't consistent
Light sources being wrong is a stupid mistake by me, for sure. Don't know what I was thinking...
Do you have any tips for easily keeping everything in a 3/4th perspective? It's definitely a problem. (Oh, you have a full tutorial on it. Time to read it!)
Detailing small areas like the fence post is easy for me, but detailing larger areas like the fox fur or chicken confuses the hell out of me. Whenever I try adding texture, it just looks like noise.
I'd like to work in the larger texture, but it might be beyond my pixeling skills right now. It'll probably be a huge time saver working in a lower resolution, anyway, and I imagine it'll help my pixel technique more than working in a larger resolution, too...I think I'm going to downgrade to 16x16 tiles...
Thanks for the brutally honest review, Cyan. It's nice to hear "what the f*** were you thinking?! You did absolutely everything wrong!" once in awhile. I'll have to work doubly hard tomorrow, keeping the things you and Slym said in mind.

Do either of you have any specific advice for improving either the large fox or the small one?
The large one I have absolutely no idea what to do with.
The small one represents the pinnacle of my pixeling skills (it's an undersea mountain, lol). It doesn't feel too bad, but I don't think it looks especially good, either. But there's not a lot of space to work with, so I'd like to know how a better artist would tackle it.
Thanks again for the help, guys. I'm feeling motivated now!