- It's a bit hard at that scale, but try to break up the lines of the basic shapes, especially rectangles. For example, legs generally taper towards the feet a bit, so instead of having them COMPLETELY VERTICAL from crotch to heel, adding a slant or just some variation can do wonders. There are of course times where a straight line is the only option, and it gets increasingly hard to make a slight slant to anything as resolution drops, so don't get TOO hung up on angles.
- Prrrrrrrrroportions! Instead of me going on a long-winded ramble about the individual limbs, it's probably better to just direct you to Google with "human proportions". I don't mean to be rude, it's just easier for both of us. :v
As a side note for things that may not necessarily be seen on those charts, soldierface's arms seem to start further forward than the chest, when it's usually the other way around, and they're a bit TOO barrel chested, even for a heavily armoured soldier. Also, remember that the torso doesn't extend beneath the shoulders in a straight line, it'll generally be an outward curve in such a case.
- The shield and scythe bear telltale signs of free-hand pencilling. This is only a problem in pixel art, since the whole jig about it is that you have per-pixel control and thus can clean up those signs. I KNOW that it can be extremely tedious to make curves per pixel, and it's totally fine if you sketch it first, just remember to clean up the lines.
- ... Feet don't go directly sideways out from the body. :v
As i somehow often end up doing, here's a thing i doodled while writing this.
can barely follow my own advice lel