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jerryjrowe

231
Posts
3
Topics
21
Followers
337
Following
A member registered Mar 21, 2019

Recent community posts

Oh nice!! The free pack is a whole cultist (the purple one; far left in your banner image). I thought it would be "you get one animation" or something, but...nope!  A whole cultist! :D 


These look good. But putting all three together, with similar art style and animations...you have a whole visually cohesive level of guys right there! :D

So many good free assets...! Thank you, CatBoxx!

How did I even miss all of these?!  I am glad I came here after the chicken. 

Following, btw. :D Great work!

No problem; this is a 5/5 for sure. The moment I saw the gun, I thought, "I must have him."

AI-genrated art like this makes me happy. (As opposed to non-curated slop)

This stuff looks really good. 

They aren't icons, exactly, though. I'm giving you 5/5 because these do look great. It's still kinda obvious that an AI made most of 'em, but...I think if you can figure out how to simplify and animate them (think spinning Mario coins or a treasure chest that opens), you'll have something very marketable.

But...these all look great. I got a serious "Metroid" / planetary sample vibe from most of them. Whatever you're doing, it's working. Just try to think about how to remove the backgrounds and such; lots of these might go great into another project if you can package them that way.

I think my favorite one is actually in the preview, with the red crystal.  

Wow. I am actually *angry*.

Was 100% of this (including the posting) done by an AI?

Your asset looks nothing like your preview. 

Your "assets" look like someone else's assets but then a grid was drawn on them. It's the kind of stuff that gets made when you tell an AI how video game art is used, and then it kinda almost understands it.


If this was a first pass, I'd think, "OK. Well...they're new." But you have a "development log" and stuff, as though this was not just a first-pass from asking an AI to make it. And then, when you looked at the unusable raster file, you said "Yeah I'm posting that."

Like...what is even the point of putting this out there? Do you think we can't tell what art needs to go into a project? 


I am surrounded by artists in my real life. I care about artists getting good feedback. But I am also used to artists that struggle to make their own art. And this doesn't even look like a struggle to tell the AI to make your art. 

If you have art in you that you want to get out there, fine. Do that. Don't let a comment like this bother you.

But I am not getting that vibe. I am seeing what feels like Chinese AI content flooding, and that there's not even a person behind this to get offended.

Let me know if so. I'll take this comment down or edit it or something. But I don't think any humans were involved in this post.

I love this, and intend to use it.

And I like that you have 2 different sizes, but I must ask...why did you make the "smaller" size 256x512, instead of 256x256? It looks like there's a significant amount of empty space at the top, and that the file sizes could be much smaller.  

You're doing great so far.

A few almost-no-effort / huge improvement bits from me would be all sound-related.


1. Fix the sound of the humm-buzz of the lights. You can pretty clearly and distinctly hear where it loops; this really distracts from the illusion, and almost has the opposite effect that the buzz is supposed to produce.

2. Remove the ambient "Star Trek: TNG Engine" noise from the game entirely. The buzz of the lights will be unsettling enough. 

3. The narration of the beginning of the game is great: taking from the original source material was the right call. But the narrator themselves sounds too...ominous and dark. The person should sound...tired. Weary. Like they know what it's like in there, to wander endlessly. Subtlety is the key to the Backrooms anyway, and you got that in a lot of places. I vote putting it in the intro for Classic.

Playing on Linux + Firefox, web version.

The mouse controls just don't work. If the Unity window has control of the mouse, it looks straight up and jitters wildly. The only way to actually look around is to have control held by anything besides the Unity window (like, just Firefox itself) and pirate-ship style sweep from the left side of the Unity window to the right, in order to move the view in that direction.


This looks pretty great; you have the aesthetic of the Backrooms, and I want to see this do well! :D

Can you tell us the 'optimal' spots for looping, so we don't have to figure it out ourselves? JShaw's work is particularly nice since all of his tracks tell you to the millisecond when to loop, and to exactly where.

Wonderful readability. Following you now as a result. Good work!! 5/5

When I used the preview video, I was afraid that this was like some other accounts, and that the music might be some sort of AI-made-not-even-finished-stuff.

Boy was I wrong.

I'm glad I downloaded the music pack.

These are all very good.

All of these managed to be proper background music that would allow you to focus on dialogue, if present, while still being pleasant enough to enjoy all on its own. 

The only thing I can think to add is this:

In a game, music often has to loop. JShaw did this, and you might be able to do it, too: Give us a chart for timestamps for "perfect looping" so we can add it to our projects without editing your mp3 files. (Like, each track gets a line for "at time 2:34:301, loop back to 0:22:204") 

So in case it wasn't clear, 5/5!

8k...pixel art.
But it's not pixel art.

...I actually really like the *borders*!  Any chance you'll release those separately?

How have I not seen your stuff before?!
Amazing 5* stuff.

Top tier; wishlisted! :D

Dang this is great. 5/5
I'll be following you now. :D

These are literally all the frames...
I do like the way this guy looks, but...
Frames aren't the same size.
The feet are missing in one of them. 


So I will ask...
Was AI used in the creation of this asset?

Wow, this guy is original!! A 'walking' slime is new to me! 5*.

I would love to see some sort of attack / hurt animation, but...he's already great.

Worth it. Any one of these guys is worth $20. 

This is the normal + transformed versions of each guy??

If so...I guess I have to buy now. :D  (I already had a lot of these...but...I gotta have all of them!!!)

This looks really great!  I would suggest this for your preview video:
Show how you could make one of the apartment buildings 'dance' to the bass line, while the other listens for the higher-pitched parts (like the vocals).


I think that could show it off even more.

This and your other guy that you just released--- *great* quality! I gotta say, I'm looking forward to more from you.  5* for both.

Even better than your previous batch!

So many parts of these sound like they're hearkening to certain (also good) chiptunes I've heard before; I don't know if that's just the convergence of greatness, or if it's deliberate, but either way, these are some solid chiptunes!

BDragon: one of like, 4 guys on itch who is using AI properly: to expand on his work, and then he curates and edits it, so that the end result is *good*. 

5*, as usual, for the masterful BDragon. :)

Very nice!
I have seen SO MUCH stuff that says "8-bit" when what they mean is "There was some squarewave instrumentation." Yours sounds like it was made using the actual chipset.

Good BGM!

This looks incredible. I'm downloading it and 5*-ing it right away, in good faith. 

I am betting this technique could be used to make some sprite sheets, too!

OMG!  That was *fast*!
Looking forward to your next work!

All of these are definitely worthy of showing up somewhere; if I have to pick a favorite from the bunch: Peaceful World.

It has such a good, clear, hum-able melody that you could remix a dark version for your final battle theme.

Good work!

Fellow adventurer:
Quite nice!
So good I will be using him.

But I would offer something that I think might improve him for you, since you're on quite the adventure...
An armored knight is a great choice for an animated sprite!  Again---every animation for this guy is good enough that I'm unhesitatingly using him.
For his idle and run animations, you *could* have his individual parts (like his forearm / elbow plate / top breastplate) move about a pixel, and it would make him see much more...well...animated.
For the attack animation---I always go in and palette swap white swathes with darker gray (easier on my eyes). And it does look like his feet move a bit; usually I think you have to plant one foot or the other for the animation (as though they were pushing off of their back foot), but maybe this guy is just light on his feet. :D

But this guy is definitely a keeper as-is; don't think I'm putting down what you made.

Pixel art is deceptively difficult, especially for *animations*, and it really looks like you got all the basics on your very first try, which is pretty cool. 

Linux version (or browser version) please! :D

This sprite sheet is a simple yet glitch-riddled heap I had an AI cough up onto my hard drive, featuring a 2D “warrior” in both malformed and “wearing vaguely different pixels” variations. It includes what I’m calling animations—walking, running, attacking—even though the frames don’t align, don’t loop, and don’t obey the laws of anatomy, physics, or basic decency.

Whether you're prototyping a disaster or need visual noise to distract from your game’s lack of polish, these sprites offer a static-hallucinated-by-a-toaster level of quality. Blurry, broken, and barely passable as art, they’re ideal for anyone who wants to say they “made something” without doing anything at all.

This parody of your asset description was written by ChatGPT. The original? Also sounds like ChatGPT wrote it—just with no human supervision. At least mine is paying attention.

I want to see the finished product for sure...!
I would sacrifice Belonging. I would have sacrificed Freedom, but...Then I'm kinda selfish, and those with whom I belong would have to take care of me. I wouldn't want to burden others like that. So I'd prefer the freedom to help others. Truth is the last to go, and I think I'd prefer to die before I sacrificed that. :D

I gotta say this guy is great: minimalist, small file size, good animations, all around great asset.

One thing of note:

Your frame sizes are not consistent across animations, which means that people who use this would need to re-edit everything manually themselves to get Grim in the right spot.

That is a big improvement to make for the final file, but it's really the only thing I would suggest. It's a great asset. 

OMG wait I just noticed the name. HydroGene!! Your stuff on OGA is great, too. Downloaded. I'll let you know when I release anything worth seeing. :)


These are all actually quite nice, especially for being AI-made.
I strongly request that you make each of these in multiple states of awesomeness (for when a building gets an upgrade) and damage (for when these buildings get attacked).

I think that would be worth getting and using on a wide basis by many people.
These are nice, though! 5/5

I really like these buildings. Like if the D'ni were cute (from Myst). :D

Would love to see more of them!

For a resource like this, you should have 2 layers:
One for the stone, one for the glow. That way, the programmer can let the glow fade in or pulse.

In an ideal world, your glow would be grayscale, so the programmer could modulate the glow (maybe one of those things is a health recovery, and another is an MP recovery, or a save spot---different colors mean different things---maybe a faster pulse means it has a greater effect, &c &c).

If you're going to make buildings, here's what I would suggest: 


Make several of them in different states of increasing awesomeness. (Like..."Archery Range 1," "Archery Range 2" and so on.)  A large number of buildings in a consistent style, each in different stages of progression, is a huge need. And if you're going to use AI to make your art, then please try to do something like that with it. 

These three little towers are cute, but I doubt they'll see much use because they would need to be in multiple "upgrade states" to be useful in a town, and multiple "damage states" to be useful in most other circumstances. 

If you tossed out several dozen such buildings (archery range, barracks, defense tower, town hall, granary, larder, well, houses, alchemy center, church, school, etc etc), you'd be like unto kenny.