@PixelHeart I think you should probably stop using dodge/burn for a while, until you get used to not depending on it. It's a really common crutch for beginners in digital painting, just like adding more colors or dithering is a common crutch for new pixel artists. It's not that it's a bad tool, it's just that it's really easy to overuse and hides the flaws instead of confronting them. In either digital painting or pixel art, detailing should be last, try defining the shadows and highlights before defining the leaves, I think you'll have an easier time. The other big thing that I think would help is to use clusters of leaves grouped together, especially in those highlights. Having the highlighted leaves scattered around like that makes them look inorganic, like ice cream sprinkles instead of leaves.
@MrKiwi They seem to all be female? Three of the designs are fairly androgynous so I can't be sure, and only one of them doesn't have wide hips. I dunno, it's tricky. I think it's okay to depend on context for some things. I think the designs are working out, it's fairly easy to tell them apart, and it's easy to tell what they're wearing, and readability is probably the most important thing when making sprites. The front walk cycle isn't working out. The out/in of the legs isn't my favorite way to do things, but on this base it seems extra exaggerated. I think the main culprit is that the upper legs don't move at all and the large splayed feet that only show up in the standing pose. If you keep the splayed feet for standing pose, I think you should keep it any time the foot is supposed to be on the ground, if not the entire animation, it'll help reduce the skating look. Focus a bit more on lifting and lowering the foot, and changing the highlights and shadows of the leg to give a better feel for the up and down of the legs.
@Elissiaro I think the arms are slightly too long at the wrist, but I'm not seeing any real problems. The side view arms, maybe? It's not exactly wrong, but they're placed too far back to match the more relaxed shoulders in the front animation. The lack of torso rotation seems a bit strange to me, but messing with that would make creating clothing way more difficult for very little effect, so I think keeping it as is might be the better choice. I think the feet should be longer, especially since right now they're smaller than the hands, but that might be personal preference. Overall, it's a really nice base, I like it.