activating critbarf+ (evacuate all chomen and wildren)
perspective is top-down;bird's eye for ground but strict profile for tree and this robs us of potential depth <+> change everything to 3/4 view
overall green color is like algae or lumpy pea soup, i believe it's unsavoury for the intended effect <+> lighten, add blue
ground fill tiles could benefit from some texture <+> imbue with sacred low-contrast grass clusters, sparingly
tree canopy has basic volumeless emboss shading <+> shade canopy as if primitive shapes melted together and covered in leaves
tree trunk/boughs are flat with no light directional shading <+> stop drop and roll
tree trunk/boughs' color seem to match dirt exactly <+> make not match
flowers and grass cast hard shadows but the much larger tree virtually doesn't is this the twighlight zone <+> ditch the flower shads, enhance tree's shad to be elliptical underneath it
grass edge tiles cause a perfect pattern, as if invoking an abstracty Zelda:LTTP style <+> if this is your direction, enforce it in other places, otherwise break that pattern up
tile grid is easily detectable <+> unless the player being able to very accurately discern the world grid is important: obfuscate the grid with irregular shapes in all edge tiles for more naturalnicity
light direction indication on character is opposite what the shadows all indicate <+> keep all light direction indication consistent, try putting all shadow effects directly under objects instead
terrain decoration too repetitive/dense <+> create variations for deco tiles, randomly use with grand wisdom
character blends in too much <+> choose a means of increasing the player's contrast with the environment - there are many ways to do this
don't stop believing