I don’t come in the game forums too much lately, kind of been busy working on a game project myself. I did see your post the other day, and since you mentioned there was more work to be done yet on anatomy and texturing, I was unsure how much critque/comments you were interested in. For now, the only things that jump out at me, is for the low-poly version, make sure your smoothing groups are refined, or rather share, the same group ID number so that it looks more smooth. The shading will take care of that for you then. (Depending on the software you are using, this might be under user normals or geometry approxiation - where the great the degree/percent level the smoothing will carry over to the adjacent polygons.) This is where you notice it in the body, why you see some blocking (the actual polygons) where it should be smooth. Judging by your high-rez model, I believe that most of your body should share closer to the same smoothing group, making the low poly look smooth and more natural. Other than that, I think the character has a “cute” look to it which is nice…the only other suggestion, is maybe going with more of a “pixar” eye style (for the iris/pupil) versus the black that you have now…just an idea as it could add more “pop” to the character.
(Note: My suggestions are just based on my assumption that you plan on using the low-poly model in the game, as in 3D with maybe Unity or something. If you are planning on rending out to sprites then you dont really have to worry about the smoothing groups that I mentioned earlier.) Looks cool though, keep up the nice work.