I think 90% of my gripes with how modern anime looks comes down to flat color design/palettes.
Non-cohesive, washed-out color palettes can destroy lineart quality. I see this all the time when comparing an anime's lineart/layout to its colored/post-processed final product and it's heartbreaking. Compare this pre-color vs. final frame from Dungeon Meshi's OP.
So much sharpness and detail and weight gets washed out and flattened by 'meh' color design. I LOVE the flow and thickness and shadows in the fabrics on the left. The white against pastel really brings it out. Check out all the detail in their hair, the highlights in Rin's, the different hues to denote hair color, the blue tint in the clothes' shadows, and how all of that just gets... lost. It works, but it's not particularly good and does a disservice to the line-artist.
I'm using Dungeon Meshi as an example not because it's bad, I'm just especially disappointed because this is Studio Trigger we're talking about. The character animation is fantastic, but the color design is usually much more exciting. We're not seeing Trigger at their full potential, so I'm focusing on them.
Here's a very quick and messy color correct. Not meant to be taken seriously, just to provide comparison to see why colors can feel "washed out." Top is edit, bottom is original.
You can really see how desaturated and "white fluorescent lighting" the original color palettes are.
[Remember: the easiest way to make your colors more lively is to choose a warm or cool tint. From there, you can play around with bringing out complementary colors for a cohesive palette (I warmed Marcille's skintone and hair but made sure to bring out her deep blue clothes). Avoid using too many blend mode layers; hand-picking colors will really help you build your innate color sense and find a color style. Try using saturated colors in unexpected places! If you're coloring a night scene, try using deep blues or greens or magentas. You see these deep colors used all the time in older anime because they couldn't rely on a lightness scale to make colors darker, they had to use darker paints with specific hues. Don't overthink it, simpler is better!]
Once again a creature from the continent of Slomen. A very primitive but also very specilised critter. 6 to 30 cm long, wet roots up to 45cm.
They live in many aquatic environments but most often you will find them in forest rivers and lakes. Some species have even adapted for life in the sea and could be considered fully aquatic while still air breathing.
Majority of the clade feeds on small animals like invertebrates sometimes parts of plants they can digest. Their hunting strategy is either burst swimming, jumping or just sliding on top of some slow prey.
There were two important species that started life on land, with the leaf ancestor being a smaller, less land specilised of the two. Leafs are one of their earliest evolutionary branches as land vertebrates and have retained many acient features like paw suckers and teeth instead of claws. In bigger vertebrates most of these little teeth were lost and became true claws or fingers (even present on the other land climber ancestor).
They can actually eat with their feet that are still closely connected to their stomach. But it applies only to very small food particles.
The wets are not very culturally significant but some regions do eat them. But the thick mantle isn't very tasty. In some places they symbolise good harvest season.
These little guys are also related to the 'birds' of Elve and I'm sure you can see why.