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2/5 Stars - Nice art, but technically pretty bad (especialy for game dev)

The artwork itself is pretty nice. Unfortunately, the technical execution makes it very unpleasant to use in game dev (Unity) without significant additional work.

Major Issues: The pixel densities are inconsistent across different sprites, making it impossible to maintain coherence. It also causes issues when trying to use tiles in the tileset pallete. What should be a cohesive tileset ends up looking mismatched in-engine.

Several tiles for different transitions and such are simply not there, which forced me to create fill-in pieces myself.

The tiles lack proper padding, which caused visual glitches in Unity. I had to manually add padding to every tile sprite to fix this, which was again additional work.

The sprite sheet layout is also poorly organized in places for Unity’s multisprite system. The bounding boxes overlap in places, making you have to move them yourself.

Bottom Line: At this price point, I expected a production-ready asset pack. Instead, I got something that required a bunch of additional fixes before I could even start building my levels. I’d suggest saving yourself the headache and going somewhere elsewhere.

(2 edits)

thank you! I really would like to fix the issues, but most of the problems I dont understand as I never used unity. I have used it in gamemaker and godot without problems. I will try to understand and make update. If you would like to help me to fix them, im happy to do it :) what do you mean pixel density is off? As I read it would - some objects would be zoomed/scaled with double pixels etc - is that what you mean? Because I think I used all same tile sizes, never scaled anything. What transitions you was  missing mostly? I will add them to pack. Anyway, I really appreciate the detailed review and constructive points! 


E: As I will try to update, I would like to add more content aswell. Do you have something that was missing in the pack?

Hey!

Thank you for the response. What I meant by different pixel densities is that for example, the outside ground tiles are 32x32 where as the mine tiles are 48x48, another thing is the character size vs the tent or signs and so on, a lot of things have different pixel densities making them have different sizing by default and when scaled, after being placed next to each other the look very off (like from 2 different games).

What I meant by padding is that I had to add a 2 pixel wide line around each side of every tile so that unity doesn’t have visual glitches, here is an example of that: image1.png

In terms of the transitions, I mostly had issues with corner pieces, here is the tile pallete with additional stuff I put in: image2.png image3.png

Hey, thanks again for the detailed explanation and for taking the time to put this together — I appreciate you buying the pack and sharing concrete examples.

Just to clarify one point: both tilesets are authored at the same base tile size (16×16). If they appeared as 32×32 or 48×48 in Unity, that’s typically caused by default import settings (PPU, tile palette cell size) rather than the source sprites themselves. I understand how that can be confusing from a Unity workflow point of view though.

Padding is a fair point — Godot and GameMaker don’t require it, but Unity’s texture sampling does, so I’ll be adding properly padded exports specifically for Unity to avoid those visual glitches.

Regarding character vs tent/sign scale: the characters and props are intended as freeform sprites and visual scale references, not tilemap elements. That said, I agree this could be communicated more clearly, and I’ll add better documentation and examples so the intended scale relationship is clearer out of the box.

Thanks as well for pointing out the corner transition use cases — while some transitions are already included, I can see where additional corner pieces would improve level building, and I’ll expand on those in an update.

I genuinely appreciate the feedback — it’s helpful for improving the pack, especially for Unity users.

Hi again!

Thank you for putting in the additional work, it’s great to see my feedback being taken seriously.

Just wanted to comeback to the tile sizes thing, idk if I’m doing something wrong, but after opening the tileset and tileset-mining files in Aseprite I can just measure them and while the tiles in tileset are sized to be 32x32 I couldn’t find an equivalent in tileset-mining even things like the prop used to keep the roof of the shaft up??? (not sure what to call it) looks like it’s made to fit with 48x48 tiles instead of 32x32 which made it so I had to resize and create my own so that they fit together with the smaller tileset tiles!

But again, thank you for taking my feedback to heart!