Lost Phantom / Games / Slime Wars / Pixel art

Slime Wars — the pixel art

Every sprite on this page is generated, not drawn by hand and stored: tools/pixel-art/ holds a small canvas library, one palette, and the composition for each sprite. Re-tinting the entire game is one edit to palette.py and one run, and a diff on these PNGs means somebody actually changed a sprite.

Built against the checklist, in its order. The art checklist ranks what to draw by how much it changes what a player sees: the four animator states first (the game already asks Animator for them, and a missing one is the "slimes freeze mid-walk" bug), then currency and resource icons, then commander faces, then explosion and fire, then rank badges. That is the order these were made in.

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The palette

Dark / base / light for every material, mixed from one warm-shadow, cool-highlight rule. Nothing in the set uses a colour that is not here — that constraint is what makes a musket barrel and a stone wall look like they were drawn by the same hand. Shadows are never black.

Using them

Drop public/games/slime-wars/art/ into the Unity project's Assets/Sprites/. Set Filter Mode: Point (no filter) and Compression: None on import, or Unity will smooth them back into mush. Pixels Per Unit 32 matches the troop sprites. Nothing here bakes in a ground shadow — the renderer already draws one, and a translucent oval baked into a sprite composites against grass as a grey plate.
The art checklist Back to Slime Wars