animations.
DID someone call my name? I think this a job for CONCEIT MAN! taa ta ta ta taaaaaaaa! ok that sucked

hope it atleast made you giggle........no? ;_;
when you first draw a frame pretty much establish the movement, and with every new layer of detail added in you polish what was established there by adding volume and detail.
TO DO that, it is preferable that use Onion Skinning ( I cant live whitout it)
ONION SKINNING is what they call it when you do a frame, and while you draw it you can partially see the previous/next frame translucent. THAT is the point of lightboards and such (I dont know how to get one, never used one), if you dont have that posibility in paper...I reccomend you stick to the computer, I find it much better to just do things IN the damn thing anyway. ggale pmotion or take1 all allow for onion skinning.
Why AM I babbling about this onion skinning?
BECAUSE I see you have a good sense of composition because of your poses, BUT your animation just looks very very jumpy, those two are contradictory so I can only asume you lacked proper tools, so this piece screams "I WASNT DONE WITH ONION SKINNING".
Ok, now lets talk about ur little walking guy
AXIS points & motion paths.that's what the jumpyness is about. remember
baccaman's post/tutorial? here's the pendulum in action- note the ARC it creates...*SNIP*
*SNIP*
OK, a feet's MOTION PATH in a walk loop, is like he says, it reasembles an arc.
MOTION PATH is the line that would be drawn if you picked a random part of the body and drew a line describing the PATH (omigosh) it follows troughout the animation. Everything in an animation has one, and in looped animations they form a circuit, a closed curve.
YOU should care about that because crappy motion paths=jumpy animation. When animation is jumpy you can see in it the motion paths because it looks zig-zaggy. Uh..dont psyche out about it too much (OMG I must attain the perfect motion path figure) tho...I dont really draw motioon paths at all and I dont think you need to, I just think it's a good tool to spot jumpyness...
AXIS points
Generally sprites need a center, a still point which's motion path looks like a dot ( · <- just like that! ) so that they can be scrolled, so that the screen can be centered to them when it's scrolling and many other wonderful(silly) things programers like to do. This is called the Axis point (picked up the term from mugen :p) you lack this too, and your walk makes people a little sick in the stomach because of it. it anywhere between the torso and the head, its pretty much dependant on the character but you need to set something as an axis point.
P.S:
why it is a taboo to use many colors has many reasons, the one that matters to me is that the more colors the more it's a pain in the ass to animate...and animation is really fun! so I try to use only what's necesary....sometimes I cant control myself tho C.c OH and nice atmosphere, I can see where you're going, your overall palletes and specially dirt tiles could use some work tho.
P.S 2:
WHOA I would have sworn that Adam Tirney did that boss if I didnt know better, you must be his secret clone or something. Uh, my opinion is you need to focus on volume....animate a version of it that has just volume, and then just chuck as much detail as you can on top of that.
P.S. 3: NONE because sony SUCKS! BA DA BUM PSHHHH!........BOY am I (un)funny today, I better get some sleep.
EDIT: GET OVER IT CONCEIT IT'S POSTED, GONE, KAPUT!!! STOP EDITING
EDIT2: ITS NOT OVER YET...OK, this edit was actually about cutting stuff out....LET IT GO CAMILO LET IT GO! NOOOOOO AAAAAAAAAH *poof*