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Ismartal
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For requests of this type you should hire a commission. On the other hand, you can take a look at my other package https://ismartal.itch.io/fantasy-medieval-characters, in which you will find some weapons and outfits inspired by Japanese folklore, both packages are compatible due to the format and size.
Yes, it is called modular, and the ideal would be to create a character customization system using the game engine. I imagine that you have seen similar things in many games, such as when you are creating your character before playing and you choose its appearance.
It's also useful for creating a variety of different characters to populate your game, not necessarily heroes but also enemies, npcs, etc.
Hi, thanks for playing and for your comments.
I am aware of the bug you speak of, it seems that sometimes not counting all the deaths of the enemies which causes the doors to not open, probably due to not all the enemies being created or because some were trapped in the wall colliders.
I have taken into account the opinions and I agree that the water area is quite difficult and tedious, I would like to make some changes here and also fix some of these bugs, I will upload the update as soon as the whole Jam process is finished, so I hope you can replay it and enjoy the other areas of the game.
Thanks for your feedback, they are really useful.
Hi, thank you very much for the feedback.
Yes, it is true that the traps can be a nuisance at times, however the water enemies, although they multiply like rats, are very easy to avoid, when combined with the traps it prevents the player from advancing ignoring the enemies, or at least that was the idea, (sorry speedrunners). This changes the moment you get the first spell and gets easier with each new one.
I don't know why you find the turning of the character odd, it is something comon in games where you aim using the mouse as you look, the strange thing would be to be walking and shoot from behind, it makes more sense to shoot where you are looking while you can move backwards, yes it would give a more realistic feeling slowing down when walking backwards, or maybe using different animation, but I think it's more important that the movement is equally fluid in all directions, although I appreciate the suggestion
Thanks again for playing and for taking the time to comment.
Hi, this is because some objects are bigger than others, for example there are 32x32px and 32x64px weapons, so when swaping between these two types what you describe happens. You could divide these objects into different groups to better reference their position, to have a clearer idea of the difference in size check the sprite sheets since it is better specified there.
Hi, as you will see in the sample images, the package includes a wide variety of helmets, hats and also shields.
However it does not contain attack animations, I answered this question previously, you can consult the previous comments if you need more details about it. On the other hand if you are using unity as the engine, you have the option to purchase the package in the unity asset store where the characters are already assembled and have some sample attack animations.
Here is link
https://assetstore.unity.com/packages/2d/characters/pixel-fantasy-characters-206...
It's now online at the unity asset store, https://assetstore.unity.com/packages/2d/pixel-medieval-kingdom-231319
Yes, all the objects are separate which allows you to create a wide variety of combinations, the animated part is the body that has idle, walk, run and jump animations, so you would have to join the other parts such as the head and the other accessories/weapons to complete the animations, the package also includes a small guide on how to handle these animations and to create some new ones such as attack animations.
Thanks for the purchase. It is true that the images have different sizes because it was cropped eliminating the largest possible transparent space, but I understand that this can be an inconvenience when configuring the animations in the engine. Give me some time I'll review the sprites and try to redo it with the character centered, I'll let you know once it's updated.
Hey, thank you very much for shopping. The truth is that I decided not to make specific animations due to the large number of sprites that would have to be animated accordingly, therefore there are no attack animations, but in the latest version I included a small guide/tips to create attack animations in a way simple in your game engine that I think could be used in a similar way for crafting. Anyway I take note and for the next update I will include new objects, such as the fishing rod, mining peak and other crafting tools.