What Argyle said :P
I really love the design on link! I do think that there could be some little details such as rocks and maybe if the two grounds weren't cut in a straight line but more random it'd look a bit nicer but all in all I really love this!
Nice job conveying the forms and definition with the shading at such a little resolution! He kind of gets muddled into the green of the background, and the background parts all transition at the exact same places as the segments of his body. Not sure, but it might be more visually interesting if the ground didn't halt at the same point that the top of his boots do, if the tree trunks didn't start and end at the same points that the skin of his exposed legs did, and the treeleaves didn't begin at the same point that the bottom of his tunic did?
Food for thought.
As for the background, the grass is interesting, the dirt is interesting (though way too saturated compared to the character), and the small ledge is interesting, but none of those textures work with each other (they are so different stylistically). Aditionally, the hard geometric shapes are confusing in that context, and odd shading and total lack of perspective serves to flatten the tiles, not deepen them.
It's good to experiement, but I would recommend for your next pieces to go back-to-basics a bit -- think about how to make characters that inhabit a world without being swallowed by it. How to present form and depth in a 2d picture plane. how to make elements in a tile-based world still appear organic (or, if you cannot, then at least finding a way to use them that embraces and takes strength from the grid, rather than allowing the grid to rule your shapes).