I know that Gamemaker animations area huge pain in the ass, but you could probably do better with the weapons. They need a bit more energy, a bit more life. There are 3 things that would make them better.
- They need to stay out for longer once you use them, the club especially. If you don't listen to the next 2 things then this at least would give the animation a lot more weight.
- Again focusing on the club more than the spear, some kind of motion effect. This would mean that you could have fewer frames where the club has to be moving. Starbound does a really good job of this, although you could easily get away with a less pronounced effect.
- It would look a lot nicer if Kip actually moved. I'm sure you've considered doing this, and it adds a lot of complexity to however you manage the images/animations. If your player can move while you're attacking, ie be in 2 different animation states at once, then the best thing to do would be to split your sprites in half. Have a legs section and a body section. I would also draw the weapons in their own call on top of that. There are other advantages too, like having different facial expressions/whatever without having to remake all of the walking animations for it. It sounds kind of complex but as long as you manage the images and animations from variables that you have total control over (which you should do in GM anyway) then it's not too much more work.
The weapons themselves look really good though.