The general idea behind the wall is something like this:
The engine doesn't allow tiles obscuring the sprites so I've decided that a trapezoid wall would be the way to go. I'm not sure if the current tiles really show this.
If I won't be able to work out a nicer grass edge, I might go with a shadow, we'll see. As far as the amount of detail tiles, it's my mockup-testmap and I've kinda crammed most of the stuff there.
As I've mentioned already, I think the whole problem with this, is that I've rushed into the gfx without thinking too much ahead. Redoing the tiles more-or-less would help tremendously but I'm on a deadline with this and the client likes how it looks currently - I'll try to do some fixes if I'll have some time left. Guess it's not the first time I'll finish a project with kinda "meh" feeling
I overall impressed by the quality of pixel work and it's the skill level I would kill for, so you are really little from making kick-ass pixel art. You only need to concentrate more on these perspective/size/style problems. The very technique, for my standards, is excellent.
Thank you very much for the kind words, I consider myself intermediate at most, though
You're 100% spot on on the perspective/form/color shortcomings, those are general art qualities at I need to work a lot, and well, I'm doing as much as I can
OH HEY LOOK A HORSE
Ignore the legless rider and no "utilities" like mount etc.