From a design perspective; have you considered a vertical status bar? The horizontal bar cuts off the demon's wonderfully rendered helmet; which I'd also think would have the most prominence in this scene.
The broken look of the tiles is very striking because of the palette tricks. It's a really fancy technique (and personally I like the broken, tiley aesthetic) but it can also be distracting. I think for game art it's often a better idea to have symbolic consistency, colours for rocks, colours for floors, that sort of thing, because intelligibility is more important than colour depth. It is a judgement call though. Very nice work overall.