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Feuerstein

9
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1
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A member registered Jul 15, 2023

Recent community posts

Thanks for your quick reply, but I still don't think that the way you argue fits the reality for most indie game devs. Usually people don't invest so much money just to prototype a single options menu. Seriously, which gamedev invests 25€ just to prototype an options menu for potentially 4 different themed games? If you look at gamedevs like Luca Galante, the developer of Vampire Survivors, then he didn't use your assets just to prototype a game, did he? Even if a gamedev wants to prototype just an options menu, in this case it is 99% of all the time just for learning purposes, where the technical functional programming aspect is much more important, then the actual design. Almost every game engine delivers a basic UI kit, whether it is a slider or a button.

But this is not important as I don't want to start an argue with you, whether your assets are mainly used for prototyping or not. I don't know if this is the use-case for all of your customers. However, I am still very much convinced, that it is way better and customer-friendly to pack all of your 4 GUI themes into separate single bundles, in which a customer can then freely choose a full set of a specific themed bundle to build his game.

Just an example: 

Let's say I want to make a medieval game and I am looking for a really nice stone GUI. Now here is the problem of your stone GUI:

1) My fictional game has an options menu, so I need to buy "Option Menu Designer Kit" for 25$, where 75% of all the assets included I don't need, because I just need the stone GUI.

2) My fictional game also has an inventory, so I need to buy "Pixel Art - Inventory Designer Kit" for another 40$, where 75% of all the assets included I don't need, because I just need the stone GUI.

3) My fictional game uses skill bars, so I need to buy "Pixel Art - HUD Designer Kit" for another 15$, where 75% of all the assets included I don't need, because I just need the stone GUI.

So in conclusion, I need to invest 80$ to buy three different asset bundles just to get a full stone GUI for my fictional game. As I already said this is inefficient and unneccessary, where I could instead buy something like a "Pixel Art - Designer Kit Stone Theme" for 40$ instead, which is much more attractive for me to buy and you would have won me over as a new customer.

Sure, a commision is still more expensive than spending 80$, but at least the assets are owned by the gamedev's company and your game stands out. So the higher price of a commision is not really an argument, because a gamedev pays for more than just the assets.

This is just my individual feedback coming from a gamedev, not an asset publisher. :)

Hi Thomas,

I really like your assets, but there is one thing I absolutely don't understand.

Why are your GUI assets with different themes split into multiple buyable assets? Isn't it more customer-friendly to bundle specific themes into a single asset, instead of forcing the customer to buy all of those GUI assets with different themes, although the customer only wanted to use one full GUI set from a specific theme? When I want to use all of the space themed assets, why am I forced to buy the stone or military assets?

Often times the asset bundles are bloated up with things, that makes the whole asset bundle just more pricier without getting any extra benefits from it for example a single sword or armor icon.

Also, when buying all of your GUI assets, the customer gets specific assets multiple times e.g. a checkbox or a single 9-slice frame, which is completely unneccessary.

I know that this could be an intentionally calculated strategy for maximizing the revenue, but for me this makes buying all of your GUI assets extremely inefficient.

This is just a feedback from me and the main reason you didn't win me as a new customer.

Best regards.

Why does the asset description say "Credit appreciated!", which implies an optional credit, while the LICENSE.txt inside the asset pack mandatorily forces the user to give credit?

That's confusing.

Very nice work! (as always)

I would really love to see a big boss for each biome of the whole Tiny Rangers series. (12 bosses in total)

I would gladly pay for any bosses if you ever consider making them. :)

Ok, thank you very much!

Can I use this asset without giving attribution? Also, are you open for commissions, for example to create more animated guns?

Sorry, but whoever pays 300$ just for a single monster like this in a commission is either being tricked by the artist or just straight up telling bullshit.

The market of pixel artists and for all artists in general is overcrowded. On itch.io alone, almost everyone is doing pixel art, isn't it?

I commissioned several pixel artists on different platforms too, for example I paid 5$ for a four sprite character's falling animation that I wanted for an asset that I bought. I paid something between 50-80$ for a bigger boss including a very specific set of animations. For a game cover used as a big capsule image on steam I paid 250$.

The most important reason, why people are paying so much more for a commission, is simply because of the fact that your company is the owner of the intellectual property of this asset and no other gamedev can use this commissioned asset. This can also greatly increase the originality of your game. Imagine the assets of Hollow Knight can be used by everyone.

I think srtdog64 is playing a really bad game here as his intention seems to be to convince you to artificially raise the price to an absurdely high amount of money for all of your assets to prevent other gamedevs from buying it, so srtdog64 can be the only gamedev who can make a game out of your assets as he previously bought your assets for an affordable amount of money.

Papoy Core, please don't get tricked by this guy by raising your price so high, that no one will ever buy your assets again as visibility is the most important thing for an artist. You are doing it the right way. Stay focused on your own work and never compare yourself with other people and never strive for perfectionism as this can create serious mental health issues. It is okay to get inspirations though, but don't let people like srtdog64 dictate you to do something by adding new monsters exactly as srtdog64 wants it to be, because when no one other than him is paying for your assets and you have to leave this platform forever, because it isn't financially worth it anymore, then guess who is the big winner from your work.

Your assets and your style is really beautiful. Please, keep up your fantastic work and don't forget to take some breaks.

Hi Anokolisa,

I really like the Pixel Crawler asset packs and bought every one of them. :)

The last time you updated this series was almost one year ago. I would like to ask you, when we will see the promised bosses of every asset pack?

Hi,

I really like your Asset Pack, but it feels a little bit deceptive, when the description says "See below for all the content available right now."  in combination with the underlying asset previews, but in reality differs from the provided downloaded content.
So, what is actually missing?

- All purple variations of the UI is missing

- The Goblin house is missing in the paid version

- The font is missing

- The folded paper and colored ribbons are missing

- The wood piles are missing

- The shadows of the pointers are missing

Before adding new stuff to the pack, please update the pack so it matches with the description otherwise it feels... deceptive. :/

After the paid asset pack has been corrected, I would like to have a Goblin Castle + Goblin Boss, which will serve as some sort of end goal.