Okay, 1/3rd of it is "The End" screen, while Gears of War dialogue plays over it.
The other 1/3rd of it is footage from the game's cutscenes, made monochrome as if it were a flashback.
And the remaining 1/3rd of it is a motion tween of two characters, completely still, while a snow effect plays above. We get an abrupt blood-splatter .png draped across the main character and scenery alike, barely perceptible gibs in the bottom right corner, and I think that's why you called it an "animation" in quotes in your author blurb.
Don't do that to yourself, it's basic, but it is moving in a way. It relies on stock-footage, and the format of the humor seemed to be building up into a subversion, but it didn't quite do that either, did it? Legitimize yourself, own up to it and call it an animation, and start learning and practicing to push yourself into being better if you're serious about doing more of these.
Your character is one facial expression. Stiff as a board, and not emoting. What are we supposed to feel? The famously used Mad World cover is supposed to evoke sadness, but he's stern-faced and pointing a gun at this...abominable snowman? It's not really clear. What is clear is that he's about to shoot him. You understood that there's parts in movies where characters reminisce in the middle of a tense situations and remember events of great loss and emotional turmoil, but it doesn't make sense in the context here. He's just mean-mugging a creature he's about to shoot while remembering friends who have died and the tragedy of the battlefield.
Moving forward, be consistent about the tone you're trying to express.
- Who are we looking at and what are you trying to make us feel?
Do you want us to be sad for him? Show us why it's sad.
Do you want us to root for him to shoot the monster? Show us why we should feel that way?
Do you want us to laugh? Show us something funny.
The fact that he just blasts the yeti offscreen isn't funny, it just punctuates that we've spent time to get to this part of the animation with no payoff. There's no punchline, and that hurts this thing's score.
Step outside of your comfort zone and learn the program by getting your characters to move around and emote a little. You have access to lines of dialogue, surely you could cobble together a lip-sync exercise. Group sections of anatomy in a way that you can manipulate limbs to simulate movement and life.
That's what'll help you learn a bit more about the program. A tween and some stock footage do not make for a very compelling test or exercise or practice...but yes, you very well SHOULD practice.
A book that helped me out in college a lot was Richard William's "Animator's Survival Kit." If you google that for the .PDF you can find it free to read and it's a WEALTH of animation tips and tricks and wisdoms.
Another book that helped with my mental health when it came to creating, and could help you explore further than tweens, is Art & Fear. Again, google for the .pdf, and you should find the entire book for free to read.
Never ever stop. It is possible to make a great animation, and it's within your grasp. You have every tool at your fingertips. Good luck.