Gridwright Studio
Horror Monsters cover

What's in the pack

10 animated pixel art horror enemies, every one on the same exact 48x48 cell, with 30 frames in 6 animations, in two palettes and facing both ways (600 frames). For platformers, metroidvanias, side-scrollers, horror and Halloween games and survivors-likes. Standing, the monsters are 32 to 45 px tall at 1x.

Licence in one line: use them in your commercial games; do not resell the files. No credit required.

The monsters

  • Rotting Zombie: shambles with its arms out, lunges and grabs, climbs out of a grave.
  • Grave Ghoul: creeps low on long limbs, claws, digs up out of the earth.
  • Restless Skeleton: rusty sword slash, rises from the bones in the ground.
  • Moon Werewolf: hunched brute, claw slash, leaps in from above.
  • Night Vampire: cape and claws, a lunging slash, forms out of red mist.
  • Plague Doctor: throws a flask of poison gas, steps out of a green miasma.
  • Field Scarecrow: jerky steps, a wide scythe swing, jumps down off its post.
  • Cracked Doll: small and jerky, stabs with a knife, flickers into view.
  • Wailing Banshee: floats, a wail that flies as a sound wave, fades in and out.
  • Hollow Stranger: very tall, its arm stretches out to grab, appears out of thin air.

Every monster is a full kit

  • 6 animations: idle (4), walk (6), attack (6), hurt (2), death (6, it stays down or dissolves) and spawn (6): climbing out of a grave, dropping in from above or forming out of mist. Most enemy packs have no entrance.
  • 2 palettes: normal and cursed. The cursed palette is every frame again in new colours with new glowing eyes, for elite enemies, night waves or late levels.
  • Ranged attacks: the Plague Doctor throws a flask that bursts into gas, the Banshee's wail flies as a sound wave. Each has a 4-frame projectile and a 5-frame impact in both palettes.
  • Each one moves its own way: the zombie shambles with its arms out, the ghoul creeps low, the doll walks in jerky snaps, the scarecrow sways, the banshee floats, the Hollow Stranger's arm stretches out to grab.
  • Facing right and left, as separate files.

Made to drop in

  • The size is on the page: every frame is exactly 48x48 at 1x (3 x 16). Nothing touches the sides, and the walking monsters stand on the bottom row.
  • A JSON for every sheet with every frame's rectangle, fps, loop or play-once, the anchor (the ground under the monster), the attack's hit frames and hit box, the projectile frame and point for the ranged monsters, and every frame's opaque box.
  • Every frame also as its own PNG, plus sheets, at 1x, 2x and 3x, the palette (.hex, .gpl) and a shadow sprite. No baked shadows.
  • The night scene in the screenshots uses Gridwright Parallax Backgrounds and Side-View Characters (each sold separately, not included).

What it does not include

No sound, no Aseprite files, no engine project files. Side view only (left and right, no up or down views). The cursed palette is a colour change, not new poses. The art is drawn at 1x; the 2x and 3x files are scaled copies.

Licence

Use and modify in personal and commercial projects. Shipping the monsters inside your game is fine. No resale or redistribution of the assets, modified or not. Credit is appreciated, not required. Not for AI training or NFTs.

How it was made

Every frame is drawn by code: each monster is a skeleton of 3D parts (ellipsoids, tapered limbs, plates) posed per frame, lit from the top left and banded onto 6-tone colour ramps with outlines. The code was written with AI-assisted tools. No image generator was used, and no third-party art is included. All ten designs are our own.

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