Your animations need a lot of work. Mostly the timing.
Best example being the walk animation, it looks like he's limping because one leg moves at a very quick pace and the other at a very slow pace. This makes it look very awkward in game and unnatural.
Also with your attack, they need to be quick, right now they go so slowly these things look like they are just pushing something very lightly. It needs to be a quick *bam* and then a pull back.
Your death animation could look very good and creative, but look at the timing once again... he moves to the left, then he starts spinning veeeeeeery slowly, and then he does a completely awkward movement to the front (the opposite way he was initially turning) and then slowly falls to the ground. Had it all been evenly paced (and that movement issue in the middle of the animation I mentioned) it would look very cool.
Why does he, in alternate death, start to rotate forwards, and then in midair rotate the opposite direction? This isn't a realistic and fluent movement.
Morph I like. But he needs a morph alternate.
Spell actually works better as an attack than the actual attack animation.
And finally the walk alternate would be fine too, but once again the timing is off. Like the normal walk animation one half is fast, but then it slows down, then speeds up again and it looks unnatural.
You're on the right track, definitely. Now just spend more time on going over and perfecting your animations, and think if they look how they really should.
For someone who only just recently started animating, it is pretty impressive already.