Drop 12 animated enemies into a platformer or roguelite
Enemy art often stalls a project: a walk cycle is not enough when enemies need to attack, flinch and die. Every Critterwick monster has all five.
How games teams use Critterwick Bestiary
- Godot: add an AnimatedSprite2D, set Sprite Frames to critterwick/spriteframes/moss_slime.tres and play("move").
- Play "hurt" on damage and "death" on 0 HP; free the node when death ends.
- Unity: slice the sheet at 32x32; rows are idle, move, attack, hurt, death.
- Use palette swaps (see Shadewren) for elite variants.
Animations of every Critterwick monster (1.0.0)
| Animation | Frames | Frame time | Notes |
|---|---|---|---|
| idle | 4 | 140 ms | loops |
| move | 6 | 100 ms | loops |
| attack | 6 | 90 ms | |
| hurt | 2 | 120 ms | white flash + knock-back |
| death | 6 | 100 ms | squash, flash, burst; does not loop |
| Whole download | 397 files | 288 frame PNGs, 12 sheets + JSON, 12 .aseprite, Godot project | 0.38 MB zip |
Source: Critterwick Bestiary 1.0.0 README (animation frames and durations) and the download's file list, counted 10 Oct 2026.
FAQ
Can I recolour them for variants?
Yes, recolouring is allowed by the licence.
Are frame durations included?
Yes, in the Aseprite JSON and the Godot SpriteFrames.
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