As a point of advice for the future, perhaps you should make a game for the public if that's what you're going for. By that I mean make something with mass appeal - remake a popular retro game, do a 2D iteration of Smash Bros, something like that. You can piggy-back on another game's success until your own name is recognizable as a good game designer. The most important thing for a game to be well received is for it to have good marketing. That means that you need to, somehow, make everyone aware of your game and, more importantly, make everyone want to play it. "Xenplat" and "Drive Buster" don't stand out to me in any way whatsoever. Neither does "Phantasy Blade," for that matter, although for whatever reason I find it more fun to say in my head. Going back to my previous suggestion, you could rename Xenplat "Super Smash Aliens" and Drive Buster "F-Zero Cyan," or something. And then you can also steal sprites until you get better at art.
Remember you're not trying to make money (assumedly) with these games, so you then need to analyze what your objective is; so far it seems that you want to be well-liked more than anything. If that's the case, cater to your objective. If you just want to learn so that in the future you can make even better games, then you shouldn't even bother with graphics, really, and instead have squares running around in some well-engineered MMO world or have 500,000 poly spheres moving around at 300 fps.
So what is your objective? Consider that, first and foremost. For me, I go for a little bit of both - I always try to learn something important in every game I make, and I also try to make it fun and enjoyable for the masses. But I'm still more interested in learning than anything else.