First off, cool animation! It's very smooth and absolutely nothing seems wrong with it (which is saying one hell of a lot!)!
Second, do you have photoshop? There are some things you could see firsthand that graphics programs could help you see some generally good things you should be thinking about. Forgive me if you're not looking for any critique on your in-game screenshot, but it's there and you posted it and... well, I just can't help myself! If you'd like, here are a few things to think about
First off, values. In photoshop, there are a bunch of ways to look at this. One is to convert the whole image to greyscale so you're not getting confused by colours, and then to eyedropper your various darks and shadows and highlights to see what is actually the brightest. Values are extremely important, and while you can manipulate them to intentionally put very extreme values somewhere important, I don't get the feeling you're doing this! What I'm seeing is that your value ranges aren't consistent, and it's contributing to making everything look like they're under different lighting conditions or part of a different reality. Consistent values visually contribute to a consistent image! Need proof? Look around you! Failing that, do the same experiment on screenshots of your favorite games! There's a lot to learn in controlling values, and it's one of those things that actually takes forever to master... so you might as well start now!
(an easy "fix" that actually just lets you see more consistent values in action is to open the levels slider (default ctrl-L) in photoshop and slide the leftmost arrow about 1/3rd of the way to the right. It ends up looking like this:
http://i3.photobucket.com/albums/y73/SaboteurGreg/Lachie_001.png... looks a little more consistent, right? For a literally 2 second edit, not a bad step in the right direction, no?)
Second, light sources. A simple criticism, but the light hitting the laser-emitting box seems to be coming from the bottom left, where the light on the wooden box is coming from above and left. The light on the rocks seems to be coming directly from above. Establishing a unified idea for your setting is important if you're making a bunch of things that are supposed to exist within it. Again, consistency is important, and that's one way to get there!
(also related to light sources and consistency: It's the same light hitting everything, right? Why is light interacting so differently with your character as it is with your boxes or the stone? It is definitely true that light interacts with different objects differently, but people have a subconscious visual understanding of how things should look, so if you're accidentally shading wood in a manner befitting of clay while having it look like wood, it will raise a visual conflict that people will feel as icky until they can redefine their understanding of the world to allow for this new world you're creating. This is why games like iji (
http://www.indiegames.com/2008/09/freeware_game_pick_iji_daniel.html) can have SUPER simple graphics that don't necessarily obey the real world as we know it, but still follow enough "real world rules" for it to be visually understandable and do it SO DAMN CONSISTENTLY that it honestly feels like you're experiencing a graphical wonderworld even though any one screenshot isn't all that pretty.)
I hope that makes some sense! Again, the animation and character itself are super awesome! As a stand-alone, I honestly wouldn't have any crits. How it fits into its world could use a little bit of work, but honestly you're so far along in the right directions that it very likely isn't as much work as you'd think it is.
Cheers!