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Made with Seedream 5.0 Pro ยท CC0 ยท 14 Oct 2026
Generated from: 2D anime enemy sprite sheet for a top-down action game. EXACT GRID: 6 columns by 4 rows, 24 cells, all cells identical in size and evenly spaced, one single full-body creature sprite centered in each cell with generous empty margin around it, flat solid uniform magenta #FF00FF background everywhere with no shadow, no floor, no grid lines, no text, no labels, no borders. ROW 1 (top): creature facing DOWN toward the camera. ROW 2: creature facing UP away from the camera. ROW 3: creature facing LEFT. ROW 4 (bottom): creature facing RIGHT. In every row: cell 1 and cell 2 are the two idle frames; cells 3, 4, 5, 6 are a four-frame shambling walk cycle for a low-level mob (in place, no motion blur). CREATURE: a lesser gothic husk, a corrupted spirit servant. Gaunt hunched humanoid with a bone-white cracked skull mask, hollow eye sockets glowing dim blood red, exposed ribs, ragged tattered black-and-violet robes trailing to the ground, clawed bone hands. Silhouette must read instantly as an enemy at very small size: hunched, spiky, menacing. Art style exactly like licensed GBA and DS anime action games (Bleach: Dark Souls, Castlevania-flavoured anime mob): chunky bold thick black outlines, flat cel-shaded color blocks, 2 or 3 flat shades per material, no gradients, no soft shading, harsh high contrast, dark anime-gothic palette of blood red, charcoal black, cold violet and bone white. NOT cute, NOT chibi, NOT western cartoon, NOT pixel art, NOT photorealistic. VIEW: top-down three-quarter view, camera angled down roughly 65 degrees from above. Full body visible, no cropping. Absolutely consistent design, proportions, outline weight and palette across ALL 24 cells: the same creature in every cell, only pose and facing change.
Creator
Tao
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