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Made with Seedream 5.0 Pro ยท CC0 ยท 30 Sept 2026
Generated from: Pixel art sprite sheet for a 2D top-down game enemy. ONE single image containing a strict 4 COLUMN by 3 ROW grid of 12 equal square 32x32 pixel cells (sheet 128x96 pixels, aspect 4:3). Transparent background with a real alpha channel: no background colour, no backdrop, no floor, no shadow, no frame, no border lines between cells, no labels, no text. SUBJECT (identical character in all 12 cells): a FLESH GOLEM - a grotesque humanoid crudely assembled from stitched-together mismatched body parts. Bulky hunched torso, heavy lumbering posture, oversized mismatched arms and legs of different lengths and thickness, one huge arm and one smaller one. Crude black suture lines, big cross-stitches and staple-like stitches running across the limbs, neck and torso. Patchwork skin in slightly mismatched tones of sickly pale grey-pink. Darker exposed muscle patches and bruised purple and rotten green shadow areas. Small heavy head with a stitched-closed crooked mouth. Body horror, ugly and hulking, NOT cute, NOT skeletal, NOT armoured, NOT a zombie, no bandages, no weapons. ROW 1 (top row, 4 cells): the golem walking TOWARD the camera, facing DOWN - face visible, two small dark sunken eyes and a stitched mouth on the front of the head. ROW 2 (middle row, 4 cells): the golem walking AWAY from the camera, facing UP - seen from behind, only the back of the head, the stitched neck seam and the hunched shoulders; NO face, NO eyes visible. ROW 3 (bottom row, 4 cells): a true RIGHT-facing SIDE profile - clean silhouette, torso and limbs in profile, one eye visible in profile; the engine will mirror this row for left-facing, so draw only this one side row. COLUMNS 1, 2, 3, 4 in every row = the four frames of one looping walk cycle for that direction: frame 1 contact pose legs apart, frame 2 passing pose legs together with the body bobbed slightly up, frame 3 the opposite contact pose legs apart the other way, frame 4 the opposite passing pose, with the arms swinging in opposition and a slight torso bob, so frame 4 loops cleanly back into frame 1. STRICT RULES: every one of the 12 cells contains a fully drawn distinct pose - no blank cell, no empty cell, no repeated frame, no placeholder. All 12 cells share ONE limited palette of about 14 flat colours and ONE identical character scale. Each golem is centred horizontally inside its 32x32 cell, about 27-29 pixels tall, and its feet are planted on the SAME baseline near the bottom of every cell, so the sprite never jitters, resizes or shifts between frames. STYLE: authentic retro pixel art, hard crisp pixel edges, blocky square pixels, no anti-aliasing, no blur, no soft gradients, no painterly or 3D rendering, flat limited colour blocks with simple dithering only, strong readable silhouette at tiny size. Straight-on flat top-down 2D game view, not isometric, no horizon, no perspective.
Creator
Marius Ullaland
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