Both were... confusing.
C&C:
Blueleaf34: I don't really... I can't follow. No one will know what is happening without you giving a proper explanation. Maybe some flashbacks to your previous RHG (the one you cited as being the prerequisite) would better help the audience understand what is happening.
The reflection effect was very nice, however, without the continued use of it and the lack of background led me to ponder why it was even happening in the first place.
Speaking of lack of background, you're characters appear (emphasis on appear) to be flying, falling or something. Without a proper background, the audience has no way to process how high they are or if they're off the ground at all. Examples like (0:08) and (0:21) make me question "why are they here and how did they get here? Did they fall? How are they back up so fast?" Transitions are crucial when telling a story, and lackluster ones lose the effect.
Now animation-wise, you're movements are too rushed and need more easing. Pretty smooth, but just lacking that extra umph.
You appear to have spent more time on the story than actual animation, however this is ruined without proper transition and backstory.
I know, I know, it was rushed. You specifically told us in the credits, however this begs another question. Why did you bother with something so complex in such a short time span? With the proper effort and time, this could be a fantastic animation and story, I would probably watch it (Your explanation of the story was intriguing).
The animation was good more than less, but it's just too hard to follow.
Ernest: My first impressions were "Oh goody dubstep (it's just a matter of opinion) and...

HOLY FUCK THAT MUST HURT"
Broken appendages aside, your animation was pretty good. Some of the movements seem too rushed and all of them need easing to really accentuate force and make them smoother.
The reactions are questionable, but not bad.
Your movements and reactions were alright, but what brought the animation down was the inability for the audience to follow. Your characters randomly teleport across the battlefield, add that to rushed movements and I don't even know what's going on. Especially stuff like (0:49). Where did he go? Move to (0:51). To the void of space apparently. Couple seconds later, they are apparently on another structure that looks exactly like the last one they were on. Why? We don't know.
One last thing, and this is film making 101 for you: Objects that are of importance and are meant to be the focus of the audience should be placed in the center of the camera. An object is placed to the side of camera when A - there is another object of importance to the other side or B - an object of importance is to enter from the other side. Your entire animation features your stick figures at the bottom of the screen, not the center. Now example B comes in play around (0:30) where your figures are to the left. An even better example is (0:25) when one stick is to the left and one stick is centered. The reason this is important is because with such a wide open space, the audience expects something to appear from that side. When it doesn't you lose the effect and it lowers the overall feel of the animation (movie).
Again, transitions are crucial and again I know it was rushed, but just that extra little bit of effort could have really improved this animation.
Both are hard to follow, but both are also not too bad, despite criticism. I'll have to for Ernest though, as his I could follow a little bit.
holy crap I just wrote a novel