No prob- Best of luck with the game, I followed you on itch so if you post it there I'll see it!
unTied Games
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Hi, I'm glad you like the art! There's no way for me to keep track of who's using the assets for which type of game, unless they post somewhere and tag me. I guess I'd say it's somewhat unlikely that they've been used for a high-profile monster-taming game? Either way, I think the uniqueness of the monsters in your game and any special mechanics in your combat system are what's going to set it apart from other games in the genre. Fancy effects would definitely catch peoples' eyes in a trailer though!
Thanks, I'm glad you like it! Splatter and skull puff effects are included. I have a large collection of effects packs which can be found here: https://itch.io/c/4193024/wills-pixel-effects
They go on sale frequently, so be sure to follow!
I've encountered this bug a couple times before over the past couple years, and once again just today. I wasn't sure where to report it though, since the Github issue tracker for itch seems to be full of spam.
The steps to reproduce (it's inconsistent):
1. Edit an existing but expired sale (Maybe it could be reproduced with new sales, not sure)
2. Add items to sale if needed (I've only tested with multiple items)
3. Set start/end dates in the future (start date a minute or two from now is OK)
4. Wait for the sale to start, then view sale page to verify it started
5. Visit the page of one of the items included in the sale to check if it is actually discounted
If the issue is successfully reproduced, the sale page will look active and the items will appear to be on sale from there, with a percentage off indicated in each project's thumbnail. However, clicking on any of the thumbnails to visit a page of that individual item will show that the item is still at full price, with no "View bundle" link, no "On Sale! XX% Off!" text, and presumably no email sent to followers.
It doesn't happen every time. Previously I chalked it up to possible itch.io downtime, but this time it occurred while itch was definitely not down.
Edit: I forgot to note that it's not simply a matter of waiting for it to fix itself, or for things to process behind the scenes. It never does, and when the issue occurs sometimes I only notice several days later that nothing actually went on sale. If the sale works, then the prices are indeed discounted instantly.
Pack 4 is live: https://untiedgames.itch.io/super-pixel-skill-icons-pack-4
Thank you again for enjoying the art- I hope you can put them to good use in your games!
Hi there, thanks for the feedback. This tileset was exported using my old method, as separate PNGs for the tiles and a texture atlas with parsable metadata, which is exactly what it promised and showed in the screenshot. My newer tilesets do have a grid-aligned spritesheet for the tiles. I've updated this tileset to have one too. Please check the downloads page, re-download the zip file, and take a look at the spritesheet.
Also, please be nice. If you have a problem you can just ask about it.
Hi there, thanks for asking! YES, you can absolutely use whatever engine you like and redistribute the assets with your game.
This portion of the license is intended only to prevent very large companies (Unity, GameMaker Studio, etc) who create game-making tools from purchasing my assets and bundling them with their game-making product. It's not intended to impact indie devs at all. Sorry for the confusion, I hope that clears things up!
Nice, looking good! They really fit with the style of your game. I'm glad you like them!
The explosions in this pack were made with a custom particle system tool, which is quite out of date now but maybe in the future could see a revival.
However, I hand-draw a lot of pixel art effects lately if you're interested in something with less FPS but a lot more style and polish:
- Super Pixel Effects 1
- Super Pixel Effects 2
- Super Pixel Effects 3
- Super Pixel Impact FX 1 (Might fit well with your game)
- Super Pixel Sci-fi FX 1
- Super Pixel Fantasy FX 1
- Super Pixel Blood FX 1
I'll definitely do some packs of hand-drawn explosions this year!
Hi Dmitry, thanks for asking! The license is for commercial use but requires attribution. Attribution is the same as crediting the artist in the game, for example in the credits section. For example, it can be as short as: "Pixel art by unTied Games." If your game doesn't have a credits section, another place is okay too. For example, in the description of your published game, wherever you host it.
I like it- The music and art are very nice! The jump feels a little weird but I got used to it.
It's possible to softlock the game with a black screen if you move back and forth quickly between two rooms. One time I did this I also got a room with the collision of a different room.
Overall a fun little game! I hope you continue with the idea!
When it was released, Demon's Hymn 2 originally supported MacOS. One of Apple's updates broke it and it shows a black screen, from what I heard from other Mac users. I'm unable to verify that personally.
If a new Windows version is made in the future, it may be runnable on Mac using Wine but I can't guarantee it'll work. I'm focusing future development of my games on Windows because it's my primary OS and because on Steam, 96% of users are using some version of Windows.
I'll keep it in mind that there's interest in a web version though- It's not impossible but I have to focus on other projects for the time being.
Thank you for the feedback, and glad you like the art! Enemies will only attack walls once they've been given an attack order, which currently happens either when they're damaged by a knight or when the attack timer at the top of the screen reaches 0. So even if a wall is built right next to them, they don't consider it an attack target if they're not in attack mode. Adjusting this is definitely on my to-do list for version 1.0.
Thanks for the feedback! I'm using the Dawnbringer32 palette, so between the grass and the goblins there's not many more greens to go around. I'll try adding some shadows to make them stand out from the grass a little more.
The timer at the top of the screen determines how long it takes until enemy units get an attack order. If an enemy hasn't come near a knight and doesn't have an attack order yet, it'll stand around until one of those two things happen. I'll be tweaking it in future updates. Controller support is also on my to-do list, which I think will help a bit.
Glad you enjoyed it!
Hi there, thank you for your interest and I'm glad you like the art! I'm currently unavailable for freelance art work, but in the future you can check my status at my contact page.
Oh, I see! So even if/when I update the asset, the version downloadable from Humble wouldn't update- That makes some sense, I guess. I wasn't sure how they had it set up. If you spot any others that may have been updated since you picked up the bundle and I'd be happy to generate download keys so you can get in on the updates!
Hi there! That's correct, this version is updated (v1.1, 2018) and the GDM version is old (v1.0, 2017). It was once a paid asset but I decided to make it free on here a while back. Sorry about the confusion! Please feel free to download this version, it has an additional color theme and an updated zip file structure compared to the initial release. It was one of my earlier tilesets though, so the spritesheet format is not consistent with the easier-to-use format of my later tilesets. However, it's still perfectly usable with some work.
As for Pixel Art Tileset Collection, that is the same version all around. Thanks for the question- I'll have to update this pack on GDM!
Thanks for bringing that to my attention! It was correctly downloadable for both $5 and $10 patrons but had not been added to the $10 patron collection. That should be fixed now- enjoy!
Hey there, glad you enjoy the art!
I'm not a Godot user myself, so I was unaware of the limitation... But yes, my more recent tileset spritesheets are indeed grid-aligned and should be easier to use (example). This tileset's spritesheet was done with an older workflow. I can do an update soon to make the spritesheet format more similar to the new style. Thanks for the feedback and info about Godot!