What you get
Nine kinds of monster, each with three body shapes, width and height sliders, spots, stripes or a belly patch, so the random button rarely rolls the same thing twice: slime, bat, ghost, floating eye, mushroom, spider, wisp, biting plant and rock golem. Each is a 32 by 32 pixel sprite facing right, drawn with a real pixel art method: shadows shift cooler, highlights shift warmer, and the outline takes a dark version of the colour next to it. Every monster has idle (4 frames), move (4), attack (4), hurt (2) and die (4) on one sheet, one animation per row. Slimes hop, bats flap, spiders walk on their legs, plants snap their jaws and golems swing a stone fist.
Rolling a horde
Roll a horde makes twelve monsters at once with matching colours picked for each kind, so a dungeon can have green, blue and royal slimes with a crown. Click any of them to tweak it. The seed box makes it repeatable: the same seed always gives the same monster.
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. Set the texture filter to nearest so the pixels stay sharp, and flip the sprite to make it face left. With Pro you also get a Godot 4 SpriteFrames .tres file for an AnimatedSprite2D, 4x and 8x sheets, and the whole horde in one ZIP.
Can I use the monsters commercially?
Yes. The monsters you make are yours to use in free and commercial games. They are drawn by code from simple shapes and are not copies of any existing game's sprites.