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Hi Cyangmou,

You are kind of right, I think personally I would be more interested in side-view characters (platformer / action) and FX, but more expanded paper doll assets would be nice too. Itch kind of lacks high quality character / monster sprites & FX at the moment. That said, don't give my words too much value. I'm doing gamedev as a hobby sometimes next to my regular job, and every once in a while I buy assets that I like and experiment a bit, so I doubt I'm representing your average customer. :')

I did have one question regarding the license: It says that it's for 1 media project, but prototypes are allowed. How are public demos categorized? For example, is a gamejam game a prototype or a game? I guess I'm trying to figure out where the line between a prototype and a real (free) game ends for you.

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Hey Zero Static,
It's likely that I will loop back to existing series and also beef them up a bit more. For sure itch lacks a lot of high quality asset content, but it's also hard and time intensive to produce. Generally I agree that I also would like to offer a lot more assetpacks, it just needs more sales but the production speed over the years got faster anyways =)


And I also understand the difference between hobbygamedev and more professional gamedev, that's why I started the more NES inspired sidescrolling series, which was aimed at a lower price/quality ratio, but that also was only built up to 4 tilesets and 2 characterpacks and there is a lot of air/potential for enhancement and improvement. How is that series for you as a hobbydev?

Yes you can make as many prototypes from the assets as you like. If you are playing around and giving away the games to friends etc. to test it doesn't matter.
As soon as you put a game on itch or another store using the assets or you make a kickstarter campaigns thelicence you bought for gets used up for it, because you have the possibility to earn money from the game (tips in case of free games or the buying price)

I hope that answers all your questions.