Wow, that's impressively different. I hadn't considered floor reflections in the 2D engine of my game. I'll have to give it some thought and consider how much time I want to invest improving it - most of my floors will be rougher stone tiles and carpeting, and older wood floors, which doesn't reflect as much, and it'd probably require two weeks or more of work to implement it for basically only one city that is affluent.
Though I could fake it just for the few scenes that have shinier floors, by manually creating a reflection and then applying it with alpha or overlay blending. It'd be alot of work to do it in my engine automatically, but it only takes a few minutes in a decent art program. I think I'll fake it then, though with subtler reflections. That'll definitely improve the areas that can benefit from it. Thank you!
I'll play around with the glass coloration a bit more also - with the streaks Glass_Knife mentioned, and many with objects scene through the window.
The brightness of the portraits definitely need to be toned down and more greyish/beigish so they don't appear like they are emitting light.
I can definitely do stronger shadows for the objects, and strengthen the difference in brightness for the object faces. Since the lighting will be pre-baked into the object sprite, I can't dynamically light them.
The light beams look a bit unnatural going to the right. Maybe it's just me. I'd try to angle them to the left and maybe with a bit bigger angle.
That doesn't look quite right to me. Maybe I'll do something closer to the original centered beam, but with just a
slight angle to it.
As for the window panes, they already look good IMHO, but if you want to add backgrounds (maybe only for the occasional open window) I'd try pretending that the ground levels out at that point (since looking at the grass would be boring) and maybe add a static background image with something thematically appropriate (hills? castle? a village?) that scrolls slower than the main game scrolls (to make it look like it's off in the distance).
Huh, I hadn't thought about using parallax on the windows. Thanks! I have parallax in other parts of the game for other purposes. Because of how close-up things are, I don't think I can get away with showing real distant structures like castles or forests or distant islands (my game isn't side-scrolling. It's closer to 2D Zelda birds-eye, but not fully birds-eye - you only see the north wall), but parallax combined with the "window background objects" could really add depth to the scenes.
I could probably do the light beams parallaxed also, so when you are walking, the angle of the light beam changes slightly... though then it wouldn't illuminate specific spots on the ground, so I'd have to have it fade out faster.