What you get
Every character is a 32 by 32 pixel sprite facing right, drawn from parts with a real pixel art method: each colour gets a shadow and a highlight that shift in hue, cooler in the shade and warmer in the light, and the outline takes a dark version of the colour next to it instead of plain black. That is what makes small sprites look hand made instead of flat. You get six animations on one sheet: idle (4 frames), walk (4), attack (4), hurt (2), jump (2) and die (4), one animation per row.
Side view or four directions
For a platformer, the side view sheet is all you need. For a top-down RPG, pick 4 directions (Pro, free to preview): the same character also comes facing the camera and facing away, and the sheet holds idle, walk, attack and hurt for down, left, right and up, sixteen rows in all, named idle_down, walk_left and so on.
Using the sprite sheet
The JSON file lists every frame with its position, size and length, and each animation with its row, frame count, speed and whether it loops. In any engine, set the texture filter to nearest so the pixels stay sharp. To face left, flip the sprite horizontally. With Pro you also get a Godot 4 SpriteFrames .tres file: put it next to the sheet, drag it into an AnimatedSprite2D and the six animations are ready to play.
Rolling a crowd
Roll a crowd makes twelve characters at once, so you can fill a town with villagers or pick the one you like best. Click any of them to edit it further. The seed box makes it repeatable: the same seed always gives the same random character, so you can note it down and get the character back later.
Can I use the characters commercially?
Yes. The characters you make are yours to use in free and commercial games. They are drawn by code from simple shapes, so they are not copies of any existing game's sprites.