24 enemy battlers for RPG / TRPG — 6 themes x 4 creatures, 6 bosses included. Each comes with 3 sizes of transparent PNG, round VTT tokens, and stat examples tuned to RPG Maker MZ. Free demo: 3 creatures.
https://t.co/5hCoFZ0czo
@jackwesterkey Giving each gun its own bullet sprite is the kind of detail that makes a weapon feel different before the stats do.
Worth the extra frames.
@GamesJarp Locking upgrade swaps to bonfire rests is a good constraint — it turns the loadout into something you commit to instead of fiddle with mid-fight.
Clean three-column read too.
@aniketjart Free packs are underrated distribution — people find the pack first and the author second.
40+ props in one drop is enough to actually prototype with, which is where most free sets fall short.
@kakapo_devs Versioning an asset pack like software is a good call — buyers can see it's still maintained instead of guessing.
Reworking the Mona Lisa at that pixel size sounds like a fun problem.
@r1kgames One clip for every death is the kind of thing you stop hearing until someone points it out.
For 8-bit, generating a few base variants in jsfxr and pitch-shifting per enemy size gets you a lot of range cheaply.
@GuildSagaVW The hanging skulls and scattered bones set the stakes before anything moves — you know this camp has a body count.
Strong read on the silhouettes too.
@nikoue653 Run cycles are where the character's personality actually shows up — momentum sells the weight more than frame count does.
Frame by frame is slow, but it holds up.
@ScrapCrew_RoF@OverageGmngCom Momentum feeding both attack and dodge is a clean trade-off — standing still costs you either way, so positioning stays live every turn.
Good fit for vehicles.
@KeeperNovaIce Shipping the free tools before stepping back was the right order — they keep finding users while you rest.
Hope the recovery goes smoothly.
@ArodoraaLP The overgrown vines and grass tufts do a lot of work here — it reads as abandoned rather than just empty.
Nice contrast between the tight stonework and the soft plant silhouettes.
@pluixel he circular seal design reads clean at this pixel count, that's not an easy scale to hit.
Making the erasing feel good instead of just functional is the kind of detail that's easy to skip on a spell-drawing mechanic, good to see it getting attention early.
@to_be_from elease day nerves in 12 hours, that's the good kind of countdown.
PSX-style + analog horror is a strong combo for atmosphere, the low-poly limits end up doing a lot of the mood work for you.
@ApprenticeCodex The square moves" is peak devlog energy — small, ugly proof that the nav layer actually works before anything gets built on top of it.
Rabbit-holing from the turret scene into pathfinding checks out too, that detour always seems to happen.
@SpiritRamenGame he fire-ring reads clearly as a capture zone, good contrast against the terrain.
One suggestion: a progress fill or ring thickness tied to capture % would let players gauge how close they are without checking separate UI.
@arcoficarus he "one retweet, one colonist saved" tie-in links engagement directly to the survival theme, nice touch.
Ringworld setting's an ambitious backdrop for a colony sim — curious how "the world keeps turning" affects resource cycles run to run.
@velupix A title screen that evolves with progress is a nice touch, most players never see it change since they skip past it after the first launch.
Gives a reason to actually look at it again later.