Thanks a lot, EPG, for always following along. I’ve already got a few human enemies nearly finished for the samurai pack; I hope you like them.
Pozac
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Thanks so much! I'm really glad you liked the pack.
I know exactly what you mean the lingering smoke after the explosion. I can definitely do that. I already have a Metal Slug-style VFX pack planned, and your suggestion fits it perfectly.
I'll add those post-explosion smoke effects to the pack. Thanks again for the great idea and for your support i really appreciate it!
Thank you! I'm glad you like it. 😊
This pack is not included in the previous Samurai Bundle, as it's a brand-new standalone asset pack. All of my Samurai packs are designed to work together, but each one is sold individually. I also continue to update previous packs with fixes, improvements, and sometimes even an additional color palette at no extra cost.
Thanks a lot! I really appreciate your feedback, and I took 1upindie2's comment into consideration. Since then, all of my new tilesets have been made in 32x32 as the main size.
You absolutely right, using 32x32 makes much more sense because it's easy to scale down to 16x16 with very little loss in quality, while also making the assets much easier to mix and match with other creators' work.
I'm also gradually updating some of my older 24x24 packs to 32x32, since I have quite a few older assets to revisit.
Thanks again for the great suggestion, and I'm really glad you enjoyed the bundle. It means a lot!
Thanks a lot! 😄 I'm glad you like it!
Haha, good catch! I just fixed the typo to "Background", thanks for pointing that out.
As for the file format, I usually use .rar since it's been around since 1993 and is the format I normally package my assets in. Thanks for taking the time to install a tool to open it—I really appreciate it!
I also uploaded a .zip version to make things easier for you.
Hope you enjoy the asset! If you find anything else that could be improved, just let me know. 😊
Thank you so much! That really means a lot to me. I'm very happy to hear you're enjoying my work, and I truly appreciate your support!
And yes, this character was inspired by Yu Yu Hakusho, especially Yusuke. I'm a huge fan of the series, so I wanted to include a few references as a tribute.
I'm also in the process of finishing a Hunter x Hunter-inspired character, to share soon!
That's a great question!
Based on what you described, I'd recommend Combat Effects Pack 1 or Combat Effects Pack 5. I think those two fit your needs the best, as they include more effects that match the type of combat you're looking for, such as parries, impacts, and other fast melee-style effects.
Combat Effects Pack 3 is also a good option, but it has fewer effects that match what you're looking for.
One thing I also recommend is adjusting the animation speed if needed. If an effect feels too slow, you can simply speed up the animation or remove a few frames to make it feel much faster and more responsive during combat.
I hope that helps! If you have any other questions, feel free to ask. 😊
You may use these assets in personal and commercial projects. Modification is allowed.
You may NOT resell, redistribute or include these assets in other asset packs or marketplaces.
Credit is not required but appreciated.
Your support directly helps expand this project and bring more pixel art assets to the community.
Yes! I always include a playable character that matches the theme of each pack, so even if you buy just one pack, you'll have a character that fits the environment and can be used right away.
That's why this samurai appears in several packs that are designed to work together. The character is mostly the same, but some packs include different color variations, and a few also have additional animations.
Hi! Thanks so much for your support, I'm really glad you like my character packs! 😊
No, there's no AI involved. These bosses were created back in December 2024, and their animation style is a bit different from my newer characters. If you open the Aseprite file, you'll see that all the body parts are separated and animated individually, almost like a bone-based animation workflow. That's why they look a little different from my more recent animations.
Everything was drawn and animated by hand.























































































