The shadows are great.
BTW, point taken about placement of the tiles, would perhaps be better without them attached.
The objects on the wall apart from the gold ring are objects for the player to collect, Thought it would make a refreshing change from everything being scattered on the floor and as weapons and shields are often displayed wall mounted it just sort of made sense to me. The palette design was heavily influenced by Your incredible work with limited colour palettes and is actually virtually the same palette as used in my SoS stuff and the tiny dragons post I put up (with just two colour substitutions as I am still tweaking the palette as a good all rounder to use as a starting point for Amiga projects).
I'm instantly attracted to this...I wonder if it's the Amiga colors, the style or a combo of the two!?
Not sure you needed to include the tileset, either way it would be better placed at the bottom, as not to steal attention and make the first glance so confusing.
Also, what's all the objects placed on walls...are they ornaments or things a player can grab?
I really love the way this is turning out. The pallet fits perfectly for what's being display. I'd love to see further progress on this - if possible.
I put this together for a little mini game project with a colleague at work. A simple rogue like game and I also already have the player sprites at least for idle and walking in the four main directions done. This is all done within true OCS palette restrictions, although the sprites do have shadows using an alpha set at 50%, but this could easily be modified to be masked shadows to use as the sixth bit plane for extra half-brute mode. I will probably post the sprites when they are a more complete set with other entities such as some NPCs and weapons added. It is perfectly possible that this could then be used for an Amiga game.
This captures the Amiga vibe. Would be interesting to see a complete mockup including hero(es) and enemies...