What you get
37 pixel art effects in ten groups: fire (torch, campfire, fireball, fire pillar, burning ground, muzzle flash), explosions (small, big with debris, smoke puff, death poof), impacts (hit spark, sword slash, critical burst, dust puff, ground slam), magic (magic circle, portal, healing sparkles, buff aura, teleport beam, shield bubble, dark vortex), ice, lightning, water, nature, weather and pickups (spinning coin, sparkle, heart, star, pickup burst, level up). Loops like the torch, portal and rain wrap with no seam, so the last frame flows into the first. One-shots like the explosion and the slash start from nothing and end clean.
Recolour anything
Every effect is drawn into a ramp of six colours from dark to bright, so a palette swap changes the whole effect at once: turn the fireball blue, the heal into poison or the explosion into shadow magic. Edit the six colours to match your game's palette exactly. Effects with smoke or flying debris have a second ramp you can change on its own. Turn on dither for a softer, more retro blend, or add a dark outline so the effect reads on busy backgrounds.
Size, frames and seed
Normal size fits a 16 to 32 pixel character. Large and Huge redraw the effect with more pixels instead of stretching it, so it stays sharp pixel art. Change the frame count to match your game's animation budget, and press New take for a different version of the same effect: the sparks, smoke and shards fall in new places, and the same seed always gives the same result.
Using the sprite sheet
The sheet has every frame in a row, up to eight per row. The JSON file lists each frame's position, size and length, the frame rate and whether it loops. Set the texture filter to nearest so the pixels stay sharp. With Pro you also get a Godot 4 SpriteFrames .tres file for an AnimatedSprite2D, each frame as its own PNG for engines that want single images, and a whole category as one ZIP in your current colours.
Can I use the effects commercially?
Yes. The effects you export are yours to use in free and commercial games. They are drawn by our own code from simple shapes and noise, not copied from any game or pack.