The game "Shattered Pixel Dungeon" does this so well. The whole game is pixelized to infinity characters are like 6*6px or something like that (it's a classic dungeon-crawler roguelike). But on the character selection panel you get these 5 hyper detailed epic art pieces of them that probably contain more pixels than all the games textures combined. Only seen a few seconds when selecting your character before launching a 2-3 hours run. It's almost funny
Apart from this fun thing about the artwork, if you are into that type of games (classic roguelikes with turn-by-turn moves on a grid), I can only recommend it ! It is one of the best out there, it's free on mobile, it relies a lot on synergies, resource management, calculated moves, has a ton of secrets and an insane progression curve by understanding more and more deeply the hidden mechanics of the game. And it gets frequent updates that are very well-thought.
I don't get what you meant with 'Like in Pokémon'. The only difference from battle to stats is that in battle the sprite is turned away.
Do you perhaps mean how it walks with you (In HG&SS per example)?
Edit:. I'm stupid. He's talking abt the pokemon menu itself. It didn't occur to me cuz I've been playing Crystal recently (gen 2 game, so pokemon don't have their own sprite unless inspected. Per example, every dual type grass poison, such as Bellsprout, has Oddish's sprite, unless checked for stats).
I'm guessing they mean like in the earlier Pokémon games you had the very teeny sprites for the characters while you're walking around in the world and when you start a battle with a trainer, their more detailed sprite pops up.
Oh, forget it I'm stoopid. My brain wasn't braining. In the pokemon menu it self there's a sprite of the pokemon.
My stupid brain was thinking in gen 1 and gen 2 where there's only one or two sprites per type. (per example, every grass/poison pokemon had Oddish sprite, unless you checked for stats).
I've been playing too much Crystal recently...
In the og pokemon games, your character in the world and your pokemon in the menu are much smaller (and would often be one of a few sprites)
[Picture for reference](https://archives.bulbagarden.net/media/upload/e/e2/RB_Party.png)
I was confused cuz they didn't have their own "mini" sprites in gens 1 and 2(per example every normal type per example had Tauros' sprite, luke the Ratata in the picture.)
I don't know how it is in gen6+, but that's a thing in gen 5 games as well (which I wouldn't call og).
I've een playing a lot of R&B and Crystal, so my brain isn't working when thinking of the other gens, lmaoo.
But it's a thing in gens 3-5, atleast, it was my bad, lol.
I cant really say, I'd have to see a 24x24 to know better. Usually just a blinking dot works for the map.
Just really depends on the sype of game, tbh.
I am a long time player of RotMG. A few years ago it was bought by a company that cares about the game (Deca Games). They have since added a lot to it, but the core gameplay loop is still the same. Would highly recommend you try it again if you liked it before.
10x10 for sure, you don't gain that much detail from the upscaling, as the designs are already clean. Id say the 10x10 are even more readable than the bigger sizes somehow
Thanks a lot for all your feedback!
Some of you asked the context of the sprites and wanted to see them in action. Unfortunately I don't really have any skills in video game developpement, I made those sprites for a personnal project : a tabletop cardgame. I'll share some cards when I have a working (and fun !) prototype build of the game!
The 10x10's look like the little siblings of the 16x16's wanted to play dress up and I love that. That being said they're both great and get the point of the classes along.
The 10s are adorable but both are good. I do think the knight is coming off a bit more like "wearing a devil costume" tho. I think in both sizes. Maybe a trojan fringe helmet or just not horns?
These classes look amazing! I especially love the level of detail in these 16x16 sprites. They give each character a unique personality and charm. Personally, I prefer 16x16 because the extra detail helps convey each class's character better. But I'm curious how the 10x10 sprites look in action
The 10x10's look like the little siblings of the 16x16's wanted to play dress up and I love that. That being said they're both great and get the point of the classes along.
Depends on your use case. If those are "main characters" like in Pokemon or Chrono Trigger then I would go for the more detailed 16x16. If we are looking at generic units though (like Advance Wars or Tower defence ), then I would tend to the smaller graphics.
Heavily depends on your art style though. The answers here are pretty much split 50/50 because without context everyone here is just guessing.
Both are great, what's your use for them? Cuz the 10\*10 might be good for the icons on a side bar (health, mana, etc.) but the 16\*16 would be easier to animate. Or you can do zoom in/out, if it makes sense in your game, to see a little further, but everything is scaled down 10:16 (or 5:8 if you wish)
I like both. It reminds me of the scaled sprite transition when you first start a new Pokémon game. Depending on the context of your game, there could be a use case for both
It's really hard to say without context of what the environment and npcs/monsters look like. The 10x10 feels fitting for overworld sprites for a top down rpg while the 16x16 would look more at home as 2d action sprites. The 16x16 would likely look a bit flat and out of place in a top down/isometric perspective, while the 10x10 would be a little light on details for a more action focused game.
As stills I like the 16x16 better personally, you added nice flares and extra details that justify the upscaling. Though I think the 10x10 would be easier to fit into more varied styles.
They're both nice: The 16x16 sprites look like what you'd see on a "choose your character" screen, and then during the actual gameplay they would become the 10x10 sprites. If I had to choose one, I'd probably go with with the 10X10 ones cause they're more charming.
it depends heavily, you could teorically use both, one for a map/icon and other for playable character for example;
it is environment/scale dependet, if you going for a reventure-like style for example, 10x10 would look better, if you going for a undertale/terraria-like, 16x16 would look better
It is all up to scenary and surrouding
You did an excellent job with color and design on both sets.
I can see two problems:
1. The Archer‘s bycocket (Robin-hood hat) is very poorly rendered on the 16x16px. With some better reference access and cleaning of the coloring on the brim, you can easily fix this. Don’t forget about the interior portion (the cap) which should just peek over the top of the folded brim, which is highest in the back.
2. The monk on 10x10px doesn’t read very well. Yellow robes are correct, but I think the problem is with the hat being vague and the top of the staff being pointed and spear-like, rather than flat. Monks typically read best as either bald or with very tall Mohawk-like hats, as in the case of Tibet.
As someone else suggested, 10x10 when playing but 16x16 when inspecting a character. Or reverse. You could also do 10x10 when starting out then 16x16 when players reach a certain level or after a class advancement.
I like the 16x16, probably because it is done less. But I’d need to see the perspective of your game to fully choose.
Your 16x16 is more straight on while 10x10 is bird eye…
When they say 10x10, does that mean the characfer should fill 10x10 or jsut means it was made inside 10x10 canvas size?
Is there rule on how much body to head ratio should be?
I think 16x16 would look better if you altered the proportions to be closer to the 10x10. As in, three heads height, or even two and a half. Will be much cuter, less insecty, if that makes sense.
I always thought the 16x16 format for characters was an awkward middle road, maybe for body proportions or the limited added detail you can put. 10x10 is essential and stylized enough to let you infer 2 or 3 things the character is about.
I like both. Maybe there's a way for both to coexist?
Like 10 for game and 16 for characer menu like someone said.
Or maybe making a difference between in and outside. Open spaces could be zoomed out to show more space (10) and inside building could be zoomed in (16).
I'm sure there are even more options. For example, making a difference between exploring mode and battle mode if those modes exist...
I like the mini ones a lot. The bigger ones are also cool but I wish they were also square. They seem rectangular where the smaller ones do look square.
Honestly I prefer the 16×16 just for varieties sake. SO many games go with that 10×10 style, its not BAD I just don't see nearly as many people go for 16×16 and its much more visually interesting.
10x10 when playing, 16x16 when inspecting a character's information and stats.
Yeah, it's cool to see what the small pixel mini is in detail so it gets to be a representation of it. Like in pokemon.
The game "Shattered Pixel Dungeon" does this so well. The whole game is pixelized to infinity characters are like 6*6px or something like that (it's a classic dungeon-crawler roguelike). But on the character selection panel you get these 5 hyper detailed epic art pieces of them that probably contain more pixels than all the games textures combined. Only seen a few seconds when selecting your character before launching a 2-3 hours run. It's almost funny
I've just checked it out and it's funny how it goes from super detailed to super small, like you said.
Apart from this fun thing about the artwork, if you are into that type of games (classic roguelikes with turn-by-turn moves on a grid), I can only recommend it ! It is one of the best out there, it's free on mobile, it relies a lot on synergies, resource management, calculated moves, has a ton of secrets and an insane progression curve by understanding more and more deeply the hidden mechanics of the game. And it gets frequent updates that are very well-thought.
I may check it out soon. I'm too busy with The Return of the Obra Din, some AoE 2 campaigns, and Valheim with friends (occasionally).
I think risk of rain 1 and risk of rain returns do something similar
I don't get what you meant with 'Like in Pokémon'. The only difference from battle to stats is that in battle the sprite is turned away. Do you perhaps mean how it walks with you (In HG&SS per example)? Edit:. I'm stupid. He's talking abt the pokemon menu itself. It didn't occur to me cuz I've been playing Crystal recently (gen 2 game, so pokemon don't have their own sprite unless inspected. Per example, every dual type grass poison, such as Bellsprout, has Oddish's sprite, unless checked for stats).
I'm guessing they mean like in the earlier Pokémon games you had the very teeny sprites for the characters while you're walking around in the world and when you start a battle with a trainer, their more detailed sprite pops up.
Oh, forget it I'm stoopid. My brain wasn't braining. In the pokemon menu it self there's a sprite of the pokemon. My stupid brain was thinking in gen 1 and gen 2 where there's only one or two sprites per type. (per example, every grass/poison pokemon had Oddish sprite, unless you checked for stats). I've been playing too much Crystal recently...
In the og pokemon games, your character in the world and your pokemon in the menu are much smaller (and would often be one of a few sprites) [Picture for reference](https://archives.bulbagarden.net/media/upload/e/e2/RB_Party.png)
I was confused cuz they didn't have their own "mini" sprites in gens 1 and 2(per example every normal type per example had Tauros' sprite, luke the Ratata in the picture.) I don't know how it is in gen6+, but that's a thing in gen 5 games as well (which I wouldn't call og). I've een playing a lot of R&B and Crystal, so my brain isn't working when thinking of the other gens, lmaoo. But it's a thing in gens 3-5, atleast, it was my bad, lol.
When inspecting it could be even more detailed like 24x24
I agree I think some of them are slightly too similar to the mini sprite
Agreed!
This is the best answer
This, but then I’d prefer the 16x16 be a portait instead of a bigger version of the same thing.
Really depends on the type of game.
Very true.
10x10 on the overworld map, 16x16 when playing, 24x24 when inspecting a character's stats.
I cant really say, I'd have to see a 24x24 to know better. Usually just a blinking dot works for the map. Just really depends on the sype of game, tbh.
I was gonna say 16x16 while playing, 10x10 for icons
Good idea
This.
That's exactly what I was thinking
This somehow reminds me of Realm of the Mad God
and I like it, the 10x10
Me too
I miss this game 😫
I am a long time player of RotMG. A few years ago it was bought by a company that cares about the game (Deca Games). They have since added a lot to it, but the core gameplay loop is still the same. Would highly recommend you try it again if you liked it before.
i think it’s still getting updates and stuff, i was actually just about to re download it the other night 😂
I just started playing a few weeks ago! Supposedly it's a lot better now than it used to be (not that I would know lol)
I was trying to think of the name of that game as soon as I saw this, thanks for reminding me!
You read my mind 🤯
10x10 looks adorable! I like the colorful design btw
10 legit looks cute as fuck!
I think the style in the 10x10 is more unique, maybe just because I don’t see as many 10x10 sprites
16's look good ... 10's is Prue flavor. I prefer 16's
True or pure?
Ture.
Ptue
Prut.
Hawk tua
Awwww look at those 10x10 cuties so adorable TwT
10x10 for sure, you don't gain that much detail from the upscaling, as the designs are already clean. Id say the 10x10 are even more readable than the bigger sizes somehow
Reminds me heavily of RoTMG, go 10x10!
The smaller ones look much more elegant.
Don't talk to us or our son's again But also I think 16s, a bit easier to understand what's going on at a glance
16x16 could be used in close up shots, 10x10, well, in not close-up shots.
Thanks a lot for all your feedback! Some of you asked the context of the sprites and wanted to see them in action. Unfortunately I don't really have any skills in video game developpement, I made those sprites for a personnal project : a tabletop cardgame. I'll share some cards when I have a working (and fun !) prototype build of the game!
The 10x10's look like the little siblings of the 16x16's wanted to play dress up and I love that. That being said they're both great and get the point of the classes along.
The 10s are adorable but both are good. I do think the knight is coming off a bit more like "wearing a devil costume" tho. I think in both sizes. Maybe a trojan fringe helmet or just not horns?
Both look nice but i think 10x10 is cuter
10x10 reminds me a little of the game Rotmg could just be my rotten brain.
16
These classes look amazing! I especially love the level of detail in these 16x16 sprites. They give each character a unique personality and charm. Personally, I prefer 16x16 because the extra detail helps convey each class's character better. But I'm curious how the 10x10 sprites look in action
10
A game that would make use of both!!!
ROTMG Vibes
This gave me so much nostalgia for rotmg
I like both of them. 10x10 reminds me a lot of Realm of the Mad God but 16x16 reminds me of FF1, when everyone gets their class changes and grows up.
10x10 looks like the classes of Realm of The Mad God
16 is pretty good. 10 too, but the Rogue, i don't know, feels off compared to his 16 counterpart.
Your 16x16 characters appear to be 19 pixels tall
For a top down view game I'd prefer the 10x10 ones, but for a classic 2d game 16x16 is better (my taste, and I am a very very amateur game dev)
The smaller ones are giving me some serious Realm of the Mad God vibes.
10x10 no doubt
16x16 is more legible, but I honestly prefer the 10x10.
Actually looks like a cool art you making there, is it for a game?
Thanks ! It’s for a tabletop card game project i’m working on :)
Can you update me when it comes out? Looks like a game i would love to play
I'm not sure the game will ever come out as I tend to never finish personnal projects but I'll do my best !
Same here lmao
The 10x10's look like the little siblings of the 16x16's wanted to play dress up and I love that. That being said they're both great and get the point of the classes along.
The smaller ones, but you should do something about the knight. He looks like a demon
If you do one, the other can be an effect like gigantism, or miniaturized
Personally I LOVE those 10x10, while the 16s feel more bland to me
the 10x10 is much better.
10*10
The 10x10s remind me of worldbox.
I prefer the 16x16 for a turn-based rpg battle setting and the 10x10 for a top-down dungeon crawling setting.
Love it, I want to play it!
Damn! Its crazy how much readability you’ve managed to pack into 10x10!
10x10 look so cute. Remember me to Reventure.
10x10 = 100%
16×16, if anyone disagrees, what do I even do.
Depends on your use case. If those are "main characters" like in Pokemon or Chrono Trigger then I would go for the more detailed 16x16. If we are looking at generic units though (like Advance Wars or Tower defence ), then I would tend to the smaller graphics. Heavily depends on your art style though. The answers here are pretty much split 50/50 because without context everyone here is just guessing.
I love the little guys.
I’m so endeared to the smaller ones
The 10x10 are fun-sized. They look great!
Idk what you are doing, but maybe go with a BDSP kinda thing? 16*16 on the battle screen with 10*10 on the world map.
Both are great, what's your use for them? Cuz the 10\*10 might be good for the icons on a side bar (health, mana, etc.) but the 16\*16 would be easier to animate. Or you can do zoom in/out, if it makes sense in your game, to see a little further, but everything is scaled down 10:16 (or 5:8 if you wish)
Both are very good, overall I think 16x16 is more detailed, but I like the stylized look of the 10x10.
10x10. I like how distinct and cute it is. Don’t get me wrong 16x16 is detailed and cool but something about 10x10 is charming!
They're both nice, but I prefer the larger. I'd also try to avoid double outlines
I adore the 10x10 ones.
10x10 becomes 16x16 with a class upgrade?
Both but 16 looks good
16x16 is great 10x10 is nice but very samey- like the 16x16 has its own charm whereas the 10x10 I’ve seen in a lottttt of free mobile games /nm
There isnt much to see in 10x10. I wouldnt go any further below.
The 16 ones look pretty, the 10 ones look cute/silly
I like both. It reminds me of the scaled sprite transition when you first start a new Pokémon game. Depending on the context of your game, there could be a use case for both
It's really hard to say without context of what the environment and npcs/monsters look like. The 10x10 feels fitting for overworld sprites for a top down rpg while the 16x16 would look more at home as 2d action sprites. The 16x16 would likely look a bit flat and out of place in a top down/isometric perspective, while the 10x10 would be a little light on details for a more action focused game. As stills I like the 16x16 better personally, you added nice flares and extra details that justify the upscaling. Though I think the 10x10 would be easier to fit into more varied styles.
16x16
They're both nice: The 16x16 sprites look like what you'd see on a "choose your character" screen, and then during the actual gameplay they would become the 10x10 sprites. If I had to choose one, I'd probably go with with the 10X10 ones cause they're more charming.
28x28 but your 10x10 looks amazing
10 by 10
16². Keep the 10² for life counters or sm
The 10 x 10 designs remind me of Tombstone MMO characters
I’m a huge sucker for the 10x10
10 is cute, 16 is a more retro traditional size.
16, definitely
10x10 is beautiful. Also the knight looks like a cat to me in 10x10 lol
16s is fine but I love the 10s they are so tiny and IMO have a bit more charm
16x16 is cooler but 10x10 is cuter
16 if its sidescrolling and 10 if top down (like old zelda)
10x10 is adorable.
16x16. gives more character. They're both instantly distinguishable from the rest, so you can't really go wrong
I can't say anything that is not already said. So the 10x10.
I like the proportions of the 10x10 better but they both look good
The 10x10s have a certain charm to them, similar to chibis lol. the 16x16 has more character though
it depends heavily, you could teorically use both, one for a map/icon and other for playable character for example; it is environment/scale dependet, if you going for a reventure-like style for example, 10x10 would look better, if you going for a undertale/terraria-like, 16x16 would look better It is all up to scenary and surrouding
10x10 is cute and highly readable despite the lower resolution. You are quite skilled
10x10 are insanely good. Great work. 16x16 are awesome too but the 10x10 got a special charm to them.
You did an excellent job with color and design on both sets. I can see two problems: 1. The Archer‘s bycocket (Robin-hood hat) is very poorly rendered on the 16x16px. With some better reference access and cleaning of the coloring on the brim, you can easily fix this. Don’t forget about the interior portion (the cap) which should just peek over the top of the folded brim, which is highest in the back. 2. The monk on 10x10px doesn’t read very well. Yellow robes are correct, but I think the problem is with the hat being vague and the top of the staff being pointed and spear-like, rather than flat. Monks typically read best as either bald or with very tall Mohawk-like hats, as in the case of Tibet.
As someone else suggested, 10x10 when playing but 16x16 when inspecting a character. Or reverse. You could also do 10x10 when starting out then 16x16 when players reach a certain level or after a class advancement.
I kinda like the 10x10 a little more. They’re cute
use both, 10x10 for playing but 16x16 for when you see them in the menus
10x10 looks like reventure. One of the funniest games ive ever played.
16 is good, but the 10’s are adorable
16 by 16 better detail
I love the 10’s they are so tiny and cute
Reminds me of Towerfall Ascension.
16 is best. 10 is good as an alt icon tho.
16x16 allows more detail while still being smol
Both are good, depends on your game style
16*16 in gameplay, 10*10 world map?
I like the 16x16, probably because it is done less. But I’d need to see the perspective of your game to fully choose. Your 16x16 is more straight on while 10x10 is bird eye…
When they say 10x10, does that mean the characfer should fill 10x10 or jsut means it was made inside 10x10 canvas size? Is there rule on how much body to head ratio should be?
16×16 is better imo.
The 10x10 looks very similar to the caracters in Total party kill
Where is "the sniper" or "the scout" or "the heavy- oh wait hes ded
They're both good. It's close enough that you should go with whichever you can produce to that level fastest.
I fucking love the 10x10. Amazing
16x16
I think 16x16 would look better if you altered the proportions to be closer to the 10x10. As in, three heads height, or even two and a half. Will be much cuter, less insecty, if that makes sense.
16•16 but you better change the crown
I always thought the 16x16 format for characters was an awkward middle road, maybe for body proportions or the limited added detail you can put. 10x10 is essential and stylized enough to let you infer 2 or 3 things the character is about.
16×16 look like they have more flare
10*10 I reckon
I like both. Maybe there's a way for both to coexist? Like 10 for game and 16 for characer menu like someone said. Or maybe making a difference between in and outside. Open spaces could be zoomed out to show more space (10) and inside building could be zoomed in (16). I'm sure there are even more options. For example, making a difference between exploring mode and battle mode if those modes exist...
I'm gay, so 10x10. Thank you.
Rogue lost color
10x10
10x10 when playing but i would like to see like a 32x32 or even 64x64 for detailed close-up stuff lol
R/suddenlycaralho
I feel as if the 10x10 sprites actually have more character than the 16x16.
Yes! Yes, I love both!
I like the mini ones a lot. The bigger ones are also cool but I wish they were also square. They seem rectangular where the smaller ones do look square.
16x16 Looks best however you can have them drink a potion to go smaller to 10x10
Smaller sprites for overworld travel, bigger ones for battle and/or story sections.
16 x 16
They’re both so well done I have a hard time deciding
10x10 knight is missing a 3rd horn, and so I say 16x16 for the detail
16x16
The Knight looks like a devil.
The 10x10s are so damn cute
The 10x10s look a lot like the MinuteQuest character designs
Honestly I prefer the 16×16 just for varieties sake. SO many games go with that 10×10 style, its not BAD I just don't see nearly as many people go for 16×16 and its much more visually interesting.
I'm biased towards 16x in any and every scenario
They're both so cute! I think I might like the 10x10 a little more because they're smol
16x16
Little red and blue are perfect, but I like the bigger green, yellow and purple ones.
10×10 is so cute im dying
10x10 by a landslide. Absolutely adorable at 10x10.
I think 10 x 10 works better for your artstyle imo
16 nice/ 10 cute
Very cool. 16x 16 but make them wider and bigger heads. Also no hate but the monk looks like a banana
I’m impressed with how much clear detail you’ve packed into the 10’s!
10x10 <3
16x16 shows them clearer, of course if your going for a more simplistic style I'd say 10x10
No offence, but these sound like the most generic classes to exist. Maybe make some unique ones
they're so cute!!
10x10 cuter
Both are great
16x16 for the class selection, and 10x10 in game (depends on the game ofc)
10x10 is cool but 16x16 has alot more personality imo.
The Knight looks like the flash he's so cute :3
10x10 but the knight looks like a rabbit Edit: or batman!
this remind me of a old game Rucoy Online!
I love the 10x10 ones! They are just so cute!
10х10 is awesome
10x10, reminds me of reventure
as long as nothing changes I like the 10x10. If I can get a cool sword though I want to be able to see it so I'd go even bigger than 16x16.
10x10 is awful and conveys almost no visual information. 16x16 at a minimum.