If i see on 1000% i can see the little details and i don't think is bad, i like it.. but at normal view it sucks..
This is like Pixel Theory Rule #1 (and I don't mean that in a "you don't understand the basics" way)- when you're working at a small resolution you have to imply details rather than draw them outright. Looking at pixels zoomed out, everything runs together a bit, which you need to use to your advantage. Try to cut down on the single-pixel noise and focus on rendering the shapes more than giving them texture. You don't have a lot of space at that size so you should avoid wasting it on details, and then once you have a clear structure you can touch it up a bit.
Had to be very latepost, but here's that useful rule of thumb in action in an older example by Arne.
Details (what it has)+
Forms (what it lacks)=
BothAbout the new sprites: they're pretty flat around the edges. Not much volumetrics, but lots of detail clusters/flattened individually shaded forms. Tree seems the worst offender,
images and
threads are worth study. That's aside from the roof and chimney--better overall, but the chimney and roof are at different angles and the roof shingles are pretty dark--some unintended loss of color identity there, or they're made of metal.
The quickest thing you can do to fix this flatness is to draw shaded primitives, cubes, spheres, pyramids, probably with reference. Try using 2 or 3 colors only; a midtone and a shadow tone, maybe a small specular, to keep from over-blending. Try to get a better grip of this stuff by doing a lot of angles and lighting situations, then applying what you learned to your work, which should come more or less naturally by the end of it.
Here's some more primitives you can try after that, but the basics are really all you need.
Will make an edit of 1 or 2 of these if that helps.