Space Battle Assets
A downloadable asset pack
Buy Now$3.00 USD or more
Space Battle Asset
An asset pack to create a shooter game in space in pixel art retro style.
Components :
- 16x16 space station and stars&planets tiles
- 12 player starfighter dimention 16x16, in 7 different color
- enemies:
- 7 starfighter
- 8 big starfighter
- 24 starships in different dimentions
- Effects : small explosion, big explosion
- HUD: Hp label, shiled label, fonts
- Pickubles: Hp, big bullet, laser, rocket
LICENSE:
You may use these assets in personal or commercial projects. Credit is not necessary, but highly appreciated.
You may modify these assets to suit your needs.
You can NOT re-distribute the file, no matter how much you modify it you can use it but not share or re-sell it.
| Status | Released |
| Category | Assets |
| Rating | Rated 5.0 out of 5 stars (3 total ratings) |
| Author | Alb_pixel Store |
| Tags | 2D, Asset Pack, Pixel Art, Retro, Top down shooter |
| Content | No generative AI was used |
Purchase
Buy Now$3.00 USD or more
In order to download this asset pack you must purchase it at or above the minimum price of $3 USD. You will get access to the following files:
Space Battle Assets.zip 137 kB
Development log
- Space Battle AssetsFeb 12, 2025





Comments
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Great asset pack!
Tell me, did you follow any specific concept and prototypes when designing the ships (classes, roles of ships and their purpose, maybe some design tropes and etc.)?
It seems to me that all these ships can be divided into different classe (I'm not just talking about size) and into different families (based on their shapes).
Actually, I created the ships based only on their size; I didn't think about specific classes or roles. They simply get gradually bigger, so they'll be harder for the player to destroy. To add more variety, I designed many ships with different looks—some inspired by the Star Wars saga, which I really like. I didn't think about factions. There's the player and the enemy fleet. But you're free to create classes for each ship size and come up with different factions—you could even turn it into a strategy game.
And it turned out very cool and organic!



Moreover, I found that this whole array of ships is very easy to organize. It's funny, but if each pixel is taken as a 1x1 meter reference point, then the classification of modern naval warships surprisingly falls on your ships (this is, of course, an approximation, since the area is taken into account, not the volume). But this is generally expected, since marine classifications rely on displacement. And if, in addition to this, the size of the engines and types of weapons are taken into account, then ships of different classes and purposes can be very organically distinguished by endurance and power, as well as maneuverability. Surprisingly, the design can affect the game stats of ships :) You can see example bellow:
Well, then I tried to divide the ships into families by design elements (for example, triangular shaped ships) and it also worked, although not so easily. But I managed to do something:
Yes, I also noticed some similarities with Star Wars for some ships (I think I've seen a few TIE-fighters).
That's why I asked if it was some kind of original or if it happened naturally ))) Well, it's just a great job! There are a lot of different ships in your asset pack with a wide variety of sizes and design elements. And this set of ships, it seems to me, covers most of the development needs, not only for a strategy game, but I think also for something big - something big like Space Combat and Trading videogam, for example, like Escape Velocity.
So far I've had good luck converting your wonderful assets to 15 colors. But, I still wonder: do you have a palette you like to use? Or, do you just use whatever colors feel right?
I use colors that I think are most correct for me. Except for the bullets and effects, I used the Nes palette. I use Aseprite software