Weapon-rack doesn't match the artstyle of the rest of the tileset.
Put it next to a Table, and a Well, you'll see what I mean.
I made them both so the style should be fairly similar - You mean the angle they are drawn at? The whole set is a mix of perspective, top-down and side views :F
A bit of 3dness would help absolutely.
But also, there's another reason, which is related to something else I've been wondering about bringing up for a while.
I haven't cause I wondered if the following critique is "too rigid, too constrained" and could be No-fun for artists?
If you compare the weapon rack tile to the workshop tiles, the "edge" technique is totally different. The workshop tiles, the flask, and many other things have a dark-edged outline. The Wep-racks have no edges at all, they are just the thin lines for each weapon. Certain things like a table don't need edges, but when you compare the Wep-racks to the Workshop-tool-tiles, they're really similar in concept and yet look so different.
so -- there's many different techniques that can be used and some may look better than others, but the tileset should "kinda pick one and stick to it" -- or at least be conscious of the Chosen-technique and then break-the-rule where appropriate.
I imagine that a professional game art team making a commercial game would do this kinda thing during the design phase, so it seems like a good challenge.
The dwarf tiles use a recurring technique, so thats good.
-z