Wellllllll the “kind” of feedback I could provided depends on the end goal.
As a 2d rendered image the first things that pops out is dark or light the lighting is far to monochromatic that the over all balance is confusing as to areas that you wish to pull focus.
As a test look at the image with the moon what stands out is the moon. Now look away for a moment and look at it again. If me once again focus is first pulled to the moon and the rest of the image becomes lackluster and uninteresting as to the tree for the forest problem.
The question to be asked once again is what is it that your after as far as a result goes?
If your going for style over realism then rules as to establishing real world lighting solution can be broken in favor of lighting behavior not depended on point source lighting elements.
An example of my favorite lighting artist is the work done by Eric Curry.
Although his tutorials are not targeted towards video games the same lighting theory as to painting with lights can be used if the preference of style over realism is desired which you can use to make the 2d image more interesting as well fix the balance problem of where you want to pull focus.
As for an example of of a 3d environment then stills really don’t do the job as a means of reference as PBR or physics based material can not be determined to be working right as the nature of the beast is the perspective relative to the camera has to move for the physics part to kick in.