The animations good, given it is an early attempt with a PC that is barely able to handle it before it starts dying on you, one criticism is that the animation has a mild jitter when looping, you should make sure that the beginning and "end poses" of a looping animation are the exact same. I'm taking Game Design in my college, and one of the first things that was taught when working in the animation course is to have the same frame at the end as you do at the start when working on a looping animation, it is easy to forget, but it makes a surprising difference to the feel of an animation when the jitter of the animation going back to start is cleared up by already having the start at the end of the animation, as having the "end poses" of an animation being a default position will make it easier to transition to another animation if it has the same "end poses", regardless of going from one looping animation to another (like for going from one position to another during the scenes), or to a one time animation (like for going from a standing pose to an attacking pose in a fighting games). An easy animation tip is having a few "key poses" in the animation you want it to be at, and work to smooth out the animation path to said pose; an easy example is a walking animation, the feet are moving in circularly motion from each other at an 180 degree offset, and you move the feet in 90 degree increments for each pose, leading you to have 5 "key poses" in the animation (5 is generally a good number of "key poses" to have for an animation, 2 of which are the "end poses" that would be copies of each other), making sure that the rest of the model is appropriately adjusted to each of these poses (you can save and close the software at this point if you're PC starts overheating, or you are getting tire as you have made the most important step), at which point you just need to smooth it out so that you don't have any clipping on its way from pose to pose (this is the simplest of the steps as the "key poses" in the animation have already locked what the over arching motion is going to be). A good cheat when animating the same scene is just to decrease/increase the iterations/time on the animation and make subtle changes to change the intensity of animation, if you are going from one animation to another animation that has a different "end poses" to the prior, copy the "end poses" from both animations to a new transition animation that way you will only need to make minor adjustments, and/or even a key point, to make the animation, this animation only needs to fire once for the transition, so it doesn't need to be that long or detailed amount of poses.
While personally CG models are better in motion, I feel that you shouldn't sacrifice unnecessary amounts time to get animations working, if working the animations is severely impacting your work load/time, you don't have to do all that work if you don't need to do it at the time, the stills work well enough as placeholders if you are going to make it animated in the future, you could work on the animations for updates that are not going to be that big of a change to the story/gameplay, such as bug fixes. Just try not to kill your PC in the process of doing the animations.