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Wanted to try and ask for some thoughts from you guys on my asset pack

A topic by S.Salmon created Jun 19, 2025 Views: 182 Replies: 6
Viewing posts 1 to 4
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Hey there everyone, just a few days ago I've released my first asset pack here, it's a 16x pixel art asset pack.

Context:
It's gotten a few downloads and some views during the first few days but it's really died down ever since - all downloads were for the demo so I was hoping to maybe get some feedback during this surge as to what's preventing them from making a purchase but unforunately I haven't gotten any so I'm quite at a loss as to what might be the issues are so that I might be able to find a fix for them.

So I'm trying my luck here as well, if you're a developer or someone interested in pixel-art or maybe even a seller yourself, can I ask for feedback from you folks? Is it too pricey? Does it contain too little amount of stuff? I'd really appreciate it if you can share some of your thoughts about it, thanks for reading and for your time :)

https://steadfastsalmon.itch.io/underground-dungeon-asset-pack

(+1)

Looks good to me. I also like that you showed the animation of the waterfall.

So, with the red elements of the page (like the button), I actually think it might look better if it was the same color as the blue background to the image that talks about Free/Paid versions and what you get. However, if ever in doubt about it… it wouldn’t hurt to get a second opinion, too.

Hey - thanks, I appreciate ya taking your time, I'll try your suggestion.

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That looks awesome, i might even use that for my games

That'd be great if you do, it'll let me hammer out any kinks as well if there are some

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(Disclaimer: I'm not rich off of the itch marketplace either! I've made a couple hundred dollars, which I think by itch marketplace standards is moderately successful, but it's not paying rent.)

It seems like a pretty cool set! I think in terms of spritework, the only thing that really bothers me is the section of water above the waterfalls. It's unclear to me if you can set it up without having a convenient overhang to hide where those lighter pixels are coming from, and...they don't really feel like a water texture to me. They just feel like random pixels, noise for the sake of having noise, especially the larger rectangular bits close to the edge. I'm not sure they're really necessary at all.

I don't think that's where your problem is, though.

I'm not a game dev, but I think your biggest problem is that it's still just one biome. You can't make a full game with just this--it's a cool aesthetic, but it'll get old fast if it's only the one. Plus there's no monsters and no NPCs as far as I can tell--just Stub and that one rock mimic, and it's not clear to me if the rock mimic has attacks.

So if someone does like your style enough to make a game with it...what then? Since this is your only pack, it's either going to be a really short game without a whole lot of area diversity, or they'll use bits and pieces of it mixed in with bits and pieces of other tilesets, which forces them to find other kinda-compatible tilesets and risk some style clash. (There's times when this can work! It's easiest when you and the other artist are both peeking at the same existing game's notes and your audience is actively looking for that.)

I think the quickest, easiest thing to try is to make a couple alternate palettes that also look good and cave-y, and showcase those in your screenshots instead of keeping the same one throughout. Ultimately I don't think that can really carry a game either, but it'll show people that there's potential to stretch it further at least.

The less easy option is to keep making more stuff.

This is very kind of you for taking your time to write a detailed feedback including even on what I can do to help address it - this is as valuable as treasure in my book, thank you very much! :)

I wanted to depict currents not just at the edges so I put in those moving pixels, I was trying to aim for something like what minecraft does where it's balanced between being subtle and noticeable. For the overhang, I was trying to depict those as the crevices where the water would come seeping through from the deposits they came from but if you're interpreting it as overhangs, that means that I haven't been able to communicate that well. Thank you for your insights on this, I'll definitely take a second look on them.

I should've been more thoughtful on this other point of yours, but you're absolutely correct. I'll consider whether to completely finish this biome first or move on temporarily with the other layers I had in mind for this asset pack before going back. It's going to be less easy, but I think it'll help address the issue more firmly - I just hope that people wouldn't think I've abandoned the project. But I'll do this only after I've addressed the earlier point you had and the animations for Stub.

He's the rock mimic actually ^^, I'm currently working on completing his animation set although now that you've mentioned it, I've only planned one attack for him as of writing, I planned to compensate for that with him being able to be implemented in other gameplay aspects which is why I'm taking my time animating the guy.

But really, thank you for your guidance! I didn't really expect for it to blow up or anything, but I was absolutely taken by surprise that there wasn't anything, even a complaint or feedback like this one, so it felt like I was sharing something I was excited about with nobody, so that's on me. But you're right, the only thing I can do is keep working on adding more stuff to it. All the best on your self-endeavors!