Thanks for the feedback, really appreciate it. I've taken another stab it, using the full range of dithering, which I think has captured that cloud effect. I used some fractal images for inspiration, which I think worked well. I'd appreciate any further feedback:
Original for comparison:
I think the overall treatment and the dithering works better on your new image, but I liked the contrast between cluttered stars and empty space a bit better on the original one. I'd suggest removing some stars to create contrast, and have lighter blue/red dithering overall, and at other parts of the picture to balance color as well and not have a single colored mass.
Some pixel art space I like, maybe it can help as reference?
Making space using pixel art is hella hard, though, so good luck!
I think both 200 and 300 work quite well. As it's been said, 200 feels more like a regular monster encounter, and 300 for a boss, but I wouldn't go larger.
As far as the sprite edits, I'd focus on the lineart thickness to blend them a bit more : they're obviously not the same scale, but simply by adding an extra layer to the rider, for instance, I think it'd mesh a bit better with the dragon. Not sure, mind you!
https://www.youtube.com/watch?v=mR3h3HHGCjI&feature=youtu.be (video to showcase animation, music, scene scripting, etc)
Finally jumped on the Bandicam bandwagon, and I have to say, you all were right! This is the best recording experience I've had so far!
Still making more characters. It's been a while of asset-making only, so I'm itching to get back to actual game-making. I'll try my hand at the last missing segment of the game, see if I come up with anything worthwhile to show before the end of the day. Maybe more to come later today, then...?
EDIT: Yup, here's a small update more:
http://gfycat.com/SickIdioticBovine
Got the bare basics working for depth movement for the beat'em all stages. Now, I need to make this work with multiple enemy boxes/animations: for now having multiple enemy instances kind of breaks everything, so I need to figure out how to individualize them!