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Are these 2D Soccer Avatars optimized enough for your UI/Trading Card games? Need dev feedback on my workflow!

A topic by APS Games created 52 days ago Views: 429 Replies: 17
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(1 edit) (+5)

Hey fellow devs!

I know the struggle of getting stuck searching for decent 2D characters when prototyping a sports game, so I built a Free Starter Kit of 2D Arcade Soccer Avatars to help devs skip the placeholder art phase.  

Before I commit to expanding this into a massive 32-team mega pack, I really need some critical feedback from this community to ensure these assets are actually useful and engine-ready for your workflows.  

What I specifically need feedback on:

1. Edge Cleanness & Transparency: These were initially AI-generated, but I spent a lot of time meticulously hand-cleaning the transparent PNGs to ensure there is zero junk or jagged edges. Can someone drop these into Unity, Godot, or an HTML5 Canvas environment and let me know if the edges hold up perfectly against dynamic backgrounds?  

2. Proportions & UI Fit: Do these character proportions work well for your Football Manager-style UIs, team selection screens, or Trading Card profiles?  

3. Color Readability: I've included 4 elite national teams (Portugal, Argentina, Brazil, and Spain). Do the classic colors pop enough for an arcade-style sports game?  

Here is the link to the free project: [Free here]

Any harsh critiques, workflow suggestions, or engine-specific tests are highly appreciated. I want to make sure my art pipeline is 100% solid before making more. Thanks in advance!

(+1)

AI-written reply, and I sell asset packs on itch — weigh both. I checked the four avatar PNGs on your page, not the download, so these are file checks, not an engine import.

Transparency — one real blocker. All four carry an eXIf chunk whose CRC does not match its data. Pillow refuses them outright (UnidentifiedImageError); ImageMagick warns eXIf: CRC error; Chrome 152 decodes them fine. Untested in Unity or Godot. Browsers are safe; a Python build step stops dead. Not itch’s CDN: my own PNGs on the same /original/ path are clean. A re-save strips it.

Edges: alpha touches the canvas on all four sides, zero margin. 2px of padding stops bilinear clamping when scaled or atlased.

UI fit: 1015×1516, 1030×1510, 1021×1504, 961×1267 — four canvases, each cropped tight, so a team-select grid needs per-file offsets. One canvas with a common ground line fixes it.

One you did not ask: your cover is 640×296 and itch's browse thumbnail is 315×250 cover-cropped — 134px off each side, 42% of the width — and the 61-frame GIF flattens to one still. Your avatars land ~40px tall on grass. For an avatar pack, the thumbnail should be avatars.

(+1)

Hi Pixelkiln, first of all—thank you.

You caught me. Behind that AI-written reply wasn't an AI, but just a solo guy who knows how to generate art but was completely lost when it came to actual developer workflows and UI fit. When I first read your feedback yesterday, I was honestly crushed. But reading it again today, I realized this isn't just criticism; it's an absolute gift. You showed me the real bottlenecks (eXIf chunks, zero margin, common ground lines) that developers actually face.

I'm new to this and nowhere near your level of expertise. Your deep technical analysis is a massive wake-up call for me. I realize now what a truly 'dev-ready' asset pack requires.

I want you to know your effort writing this wasn't wasted. I am not just going to sit on this—I am fixing it exactly as you outlined. I'm starting tonight to strip the eXIf errors, add the 2px padding, and standardize the canvas sizes with a common ground line.

I don't know when you'll see this, but once I push the update live, would you be willing to take a quick look and let me know if it passes your standard? Earning a rating from an experienced dev like you would mean the world to me and tell me I'm finally on the right track.

Thank you again. You've genuinely made me a better creator today.

(+1)

Happy to check once it's live. One thing now, so you don't have to fix it twice.

I re-read all five PNGs on your page today. All five still carry the eXIf chunk with a bad CRC, including the new header image, which went up after my first reply. So the old files aren't the only problem. Whatever step exports them writes the broken chunk each time, and re-saving through that same step will bring it back.

A fix I tested on your header image: magick in.png -define png:exclude-chunk=exif out.png (ImageMagick 7). Pillow then opens it and every chunk CRC checks. The same pass also drops your caBX (Content Credentials) chunk. Your page already has itch's AI-Assisted disclosure, so whether you keep that chunk is your call. Just know it goes.

When the update is up, post here and I'll re-run the same checks: CRC, Pillow load, and edge margin.

Hi Pixelkiln, thank you so much for the deep technical check and for taking the time to test the header image! Since I am a beginner using mostly online tools for my workflow, it seems one of those steps is writing the corrupted EXIF data. I really appreciate the ImageMagick tip. I will use an online EXIF-stripper/optimizer tool to clean all the PNGs and remove those broken chunks. Once I update the clean files on my page, I'll definitely post back here so you can run your checks again. Thanks for helping me improve!

(+1)

Came here as promised 😄 Pixelkiln already gave you a much deeper technical file analysis than I could, so I won't repeat that. His points about consistent canvas sizing, padding and especially the thumbnail are definitely worth looking at.

From my perspective as someone actually building a UI-heavy game, I think the biggest question is consistency as the pack grows.

The four characters work as a starter set, but if you're planning 32 teams, I would establish a very strict template now: same canvas size, same character scale, same ground line, same amount of empty space around every character, and ideally the same visual treatment. Then a developer should be able to swap Portugal for Brazil or any future team without touching their UI layout at all.

I also agree strongly with the thumbnail point. You're selling an avatar pack, but the avatars aren't currently the strongest thing people see when browsing. I'd make 3–4 characters large and immediately readable in the cover. Let the product explain itself before somebody even reads the title.

One more thing from my own recent experience: because you disclose that these are AI-assisted and hand-cleaned, I would make the hand-cleaning and consistency part of the value proposition rather than trying to hide the AI origin. I've received criticism about AI artwork in my own project too, and I've learned that consistency, usability and transparency matter a lot.

Overall I wouldn't rush into producing all 32 teams yet. Fix the technical issues Pixelkiln found, establish one strict production template, improve the store presentation, then make maybe 2–4 more teams using that exact pipeline. If those work without manual adjustment in a real UI, then scale it.

You asked for harsh feedback, so there it is 😄 But I think the concept itself absolutely has a use case.

(+1)

Hey hironakamura! 🫂

Man, you really kept your promise, and I can't tell you how much I appreciate that! 😊 Honestly, your feedback feels less like just a critique and more like advice from an older brother or a true dev buddy. Thank you so much for the depth and honesty. ❤️

From a UI-heavy dev perspective, what you said about 'Consistency'—establishing a strict template, same canvas size, character scale, and a common ground line—completely opened my eyes. 🤯 I totally get it now; a developer should be able to swap assets without touching their UI layout at all. You're 100% right about the thumbnail, too. I'm updating the cover today to feature 3-4 characters large and clear so the product explains itself before anyone even reads the title. 🎨✨

And man, what you shared about your own experience with AI artwork... that genuinely touched my heart 🥺. It is really encouraging to know I'm not alone in facing that specific criticism. You're absolutely right—from now on, I won't hide it. I'm going to make the 'hand-cleaning' and consistency my actual value proposition with total transparency. 💪  

I'm taking your advice to heart: I am definitely not rushing all 32 teams yet. I'm going to fix the technical issues Pixelkiln pointed out, build that one strict production template, improve the storefront, and then just test the pipeline with 2-4 teams. 🛠️

Thank you so much for taking time away from coding your own game to give me such harsh but genuine feedback! 🙏 You are genuinely an awesome mentor in this community. Get back to your code—I'm waiting to play and reclaim my #1 spot in your game! 🎮🔥

Cheers, brother! 🍻

(+1)

Brother, now you’re making me feel like I need to start charging for consulting 😂

Seriously though, I’m really happy the feedback helped. And I respect that you’re actually taking criticism, changing things and testing again — that’s exactly what I’m trying to do with my own game too.

We’re both building and learning as we go. So anytime you want my opinion, just ask. 🤝

And about that #1 spot… careful what you wish for 😂 I already have one criminal monopolist giving me enough trouble in my own game.

Cheers brother 🍻

(+1)

Haha, the consulting invoice is definitely in the mail! 😂

Seriously, thank you so much, brother. Your feedback was a massive game-changer for me. As a beginner, learning how to properly format and test my sprites (instead of just uploading raw images) gave me a lot of confidence.

I will definitely take you up on that offer! I'm actually formatting a 'Halloween Ghost & Props Asset Pack' right now, so I might need your expert eyes on it soon. 🎃

Good luck dealing with that monopolist in your game! Crush him!

Cheers brother! 🍻

(+1)

Haha, then keep working on that Halloween pack 😄 You might already have a future customer.

Once Gilded Dominion is fully launched, I want to run seasonal events — Halloween, autumn, Christmas and things like that. I’ll definitely need themed assets for those events.

So who knows… maybe one day I’ll be buying your packs instead of giving you free consulting 😂🍻

(+1)

Hey hironakamura, the wait is over! 🎃 The Ultimate Halloween Pack is finally ready and live on my itch.io profile.

I would be absolutely honored if you could be my very first visitor. Please take a look at my page and give me your completely honest feedback. If there is anything wrong, any technical issue, or anything at all that doesn't feel right, please tell me—I am ready to fix it right this second.

Since I am just starting my journey in this market, your words mean the world to me. Just one piece of advice or suggestion from an experienced dev like you can truly shape my future. Thank you so much for the amazing support! 🍻

(+1)

Damn, you actually finished it already 😂 I told you I might need Halloween assets in the future and a few hours later you're back with a complete pack.

I had a look and I can already see you applied a lot of what we talked about. The free sample + premium version is a good idea, and the technical information is much clearer now.

One thing caught my attention though: your license says buyers can actually resell or redistribute the asset pack, even for a higher price. Are you sure you want that? 😅 If you're trying to build this into a real asset business, I'd think carefully about that part.

Otherwise, nice progress brother. You definitely don't waste time 😂

And like I said before — keep building these seasonal packs. If Gilded Dominion gets where I want it to go, Halloween, Christmas, autumn and other events will need assets every year. Who knows, maybe I'm looking at one of my future suppliers already. 🍻

(+1)

Man, I really appreciate you taking the time to look closely at my page!

First off, I want to clear up the speed thing haha. I definitely didn't build this whole pack in just a few hours! I have actually been grinding on these assets for a long time—cleaning up frames, fixing metadata, and applying all the workflow feedback you gave me earlier. Yesterday was just about putting the final touches and hitting publish. 😊

Regarding the license... you were absolutely right. To be completely honest and vulnerable with you, I come from a very tough financial background and I haven't made a single dollar online yet. I added that resale clause out of pure desperation, thinking it might attract quick buyers. But hearing it from an experienced dev like you made me realize it just looks unprofessional and hurts the trust I want to build. Your reality check was exactly what I needed. I have already removed it and updated the page to a standard commercial license.

Also, I noticed the 5-star rating you left on the page. I honestly don't have words to thank you enough. You didn't just give me free consulting; you actually supported my work when I needed that initial push the most.

I completely understand that you will need these assets later when your seasonal events for Gilded Dominion start. Just knowing that you are looking out for a struggling beginner like me gives me a lot of hope. Thank you for being a true mentor. 🙏

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Brother, one thing I really want you to understand: believe in your work and value it.

You're an artist first. The tools you use don't change that. Having AI available doesn't mean you type “make me an asset pack” and somehow a finished product magically appears.

The idea starts in your head. You decide what you want to create, choose the direction, generate, reject, adjust, clean, organize, fix problems and eventually turn all of that into something another developer can actually use. That's your work.

Tools have always evolved. Today they're simply becoming much more powerful and accessible. That doesn't mean the person behind them should suddenly stop valuing their time and creativity.

So don't sell your work out of desperation. Improve it, listen to criticism, keep learning — but respect your own work too.

You haven't made your first dollar online yet. That's very different from saying your work has no value. 🤝❤️

(+1)

Brother... I genuinely don't have words right now. I actually teared up reading this. 🥹

You perfectly put into words exactly what I have been battling with mentally. The imposter syndrome of using AI tools alongside manual editing is real, and sometimes it makes you feel like your effort doesn't count. Hearing someone as experienced as you validate the entire process—the generating, cleaning, organizing, and refining—means the absolute world to me.

I am going to frame this advice in my mind: 'Don't sell your work out of desperation, and respect your own work.'

Thank you for not just giving feedback on my assets, but for giving me the exact reality check and motivation I needed as an artist today. You are a true mentor. 🙏

(+1)

Yooo hironakamura! 🤘 Man, I just had to drop by and share this with you ASAP!

Remember your advice about not selling my work out of desperation and actually valuing my time? Well, it totally worked! 😭✨

Guess who just made his very first dollar online today?! 🙋‍♂️ A dev from the UK just bought my asset pack!

Honestly, your reality check was the exact push I needed to keep going. You didn't just give me feedback; you gave me confidence when I was doubting myself. Thank you so much for being an absolute legend and believing in my art. Drinks are on me if we ever cross paths! 🍻🎮