Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Recently finished this pixel animation. I'd love some feedback.

A topic by xuanergame created 50 days ago Views: 360 Replies: 13
Viewing posts 1 to 9
(+2)

How cute

(+1)

Thanks! Glad you like it!

The animation has a really nice, readable style. I especially like how the movement comes across even with the limited pixel detail. One thing I’d experiment with is the timing of the key poses—slightly holding the important poses before the next movement could make the animation feel even more expressive. Overall, great work!

Thank you for the thoughtful feedback!

I really appreciate you noticing the readability of the movement. Since this pack is designed for game development, I’ve been focusing a lot on making the animations clear and easy to read even at a small pixel scale.

The timing of key poses is a great point. I agree that holding important moments can make actions feel more expressive, and it’s something I’ll keep experimenting with in future updates.

Thanks again for taking the time to share your thoughts!

(+1)

You're welcome! That makes sense, especially for game animations where readability at a small scale is so important. I think the balance between clear motion and expressive timing is one of the trickier parts of pixel animation. Looking forward to seeing how you develop the pack in future updates!

(+2)

Thank you! I agree — readability is definitely one of the biggest challenges in pixel animation.

I’m trying to keep the animations clear and expressive while making them easy to use in indie projects. Looking forward to sharing more updates!

(+1)

I’m currently working on a survival-themed asset ecosystem, including environments, items, animations, and more.

Recently, I started thinking about adding a basic character set to the pack — including original character designs and ready-to-use animations.

However, I realized there are two different workflows for indie developers:

1. Ready-made characters

Some developers may prefer having complete characters with animations that can be used immediately in their prototypes or games.

2. Animation templates

Other developers may prefer flexible animation templates, allowing them to create their own characters while keeping consistent and professional movement.

So I’d like to ask:

When starting a new indie project, which approach do you usually prefer?

  • Using ready-made characters with animations?
  • Using animation templates and creating your own characters?

I’m exploring the best way to design future survival assets, and your feedback would help me decide the direction of future updates.

Thanks for sharing your thoughts!


(+1)

I was reorganizing my pixel character animation pack and found that separating characters, equipment, and animations makes the workflow much easier to manage.

This makes it easier to support different weapon variations without rebuilding everything.

Still testing this workflow, but it feels much easier to expand now. 🤔



Mhmm, this animation looking so adorable

(+2)

Thanks!

(+1)

Update!

Separating character, equipment and animation is the right call, and the thing that usually breaks it later is not the art. It's the anchor. A single offset per equipment slot holds up until the arm rotates. Once it does, the weapon slides off the hand on the frames that matter most. What fixes it is a small per frame anchor table, x, y and rotation, stored next to each animation, with the equipment layer reading that rather than a slot constant. It is boring data and it is the difference between a workflow that expands and one that quietly caps out at two weapon types. The other one that catches people is draw order flipping mid animation. On a swing the weapon is behind the body during the wind up and in front on the follow through. If layer order is fixed per slot, half of every swing reads wrong. A per frame front or back flag beside the anchor solves it. Last thing, and it's the reason separated layers sometimes read as stickers: pick one lamp direction for the whole pack and light every equipment piece from it. Mismatched light is what the eye notices before it notices the seam.

Hi! Is this request still open? I’d be happy to help if you’re still looking for someone. Feel free to reply here, or you can reach me on Discord for a more detailed discussion.

If you have any other projects or requests you need help with, I’d also be happy to take a look.

Discord: flex12690