yeah, that one.
But the light direction (better saying, the shadow direction) is still wrong. Take a look:
There is light coming from the flame (from wall to front) but the shadow of the monk is being cast into another direction (from front to wall), which doesn't makes much sense.
The darker stage looks cooler now, but there are small things to fix (from a design point of view):
- The floor angle is very odd. If you don want to use a parallax like ground, you can make those tiles tiled in 45 degrees, and not perpendicular to the screen, because that is impossible in real life - thanks to the vanish point
- I like the fact the stage is darker, but its odd that the characters aren't. To bypass this, you can make the stage not so dark and add an overlay on the stage, to make everything to blend together.
Take a look at those images, from Zvitor's game. See how the overlay (orange and blue) blends everything together
I've added it to my game too, as you can see at 19:00 (very extreme dark) or at 23:00 (orange) or 27:00
https://www.youtube.com/watch?v=R12JUdXS7EE
That overlay is a fglayer (in this case, a big orange square) with the proper transparency
fglayer data/bgs/overlay/orange.gif 0 0 0 0 0 0 -1 -1 -1 1 3 0 0 0 0
HTH