For the ones that make sense, they are 4. The bat, & Living Statue are single facing directions, all other monsters have 4. the Gnoll and Wolf also have attack Animations, where the others do not, they are more classically designed to "get in the way"
TheRetroDragon
Creator of
Recent community posts
You may want to consider the utility in which people are going to buy assets from you. What kind of games are the people going to make with your art? Are you making it easy for them to apply it to their game?
It looks like you have the making of a top-down type game, but what are they doing besides that? Are there enemies that the need to fight? Does the player need more actions? What about the environment? You only really have one street / building designed, and the player only can walk right now. I think if you fill out your asset packs with more content that can be applied to a game, you will receive more interest (And you can charge a bit more also). Perhaps look at some game jams on Itch and see what kind of games people are making- these tend to be smaller games and are perfect for asset packs like this.
When you design assets, it's almost like you are also building a game, just without the code- so you have to think about the elements that go into the full game, not just a small piece.
Hope that helps a bit.
It would depend on the mechanics that you are going for, you may also need:
- Rolling
- Swimming
- Picking up objects (or Obtaining Animation)
- Pushing / Pulling
- Falling
There's lots of things to consider. If you think of Minecraft or Stardew, even more examples come to mind like swinging an axe / pickaxe, fishing etc.