Eli and Nora
Two playable teen campers, each with Idle, Walk, Run, Jump, a two-swing hatchet combo, a dodge roll, a flare-gun Special, a flashlight Aim, Victory, Hurt and Death. About 250 px tall.
A survival-horror platformer kit: two teen campers lost in a pine forest that wakes up at night, with a flashlight, a hatchet and a flare gun against wolves, cultists, crawlers, a stalker, the Hooked Scavenger and a giant boss, The Hollow King. Three themed worlds with tiles, parallax backgrounds, props, pickups and UI, all in one dark cel-shaded style. It comes with a playable demo game for GameMaker and for Godot: darkness with a flashlight beam and a battery meter, campfire checkpoints, a hero select, three levels and a boss fight, ready to build your own game on.
Smooth animation at full size. Every animation of a character shares one origin between its feet, so switching from running to jumping to attacking never makes it slide.
Two playable teen campers, each with Idle, Walk, Run, Jump, a two-swing hatchet combo, a dodge roll, a flare-gun Special, a flashlight Aim, Victory, Hurt and Death. About 250 px tall.
A lean black wolf with glowing eyes: Idle, Walk, Run (when it flees the light), a snarling lunge, Hurt, and a Death that crumbles into ash.
A hooded cultist in a bone mask with a lantern: Walk, a thrown burning ember, Hurt, and a Death that turns to smoke. About 250 px tall.
A small twisted shape of roots and shadow: crawls, pounces, writhes in the light, bursts into smoke. About 125 px tall.
A very tall, thin shadow with a blank pale face: drifts, slashes with long fingers, and only light hurts it. About 375 px tall.
A hooded wanderer who whirls and throws a hook on a chain that drags the hero in. About 250 px tall.
The boss: a giant of dead branches and antlers. Intro, a stomp, a branch sweep, a reach that calls up crawlers, Hurt, and a Death that snaps apart. About 520 px tall.
Three themes: Forest Edge at dusk with a ranger tower, the pitch-dark Deep Woods hung with wicker charms, and a Cult Camp of wicker giants under a red sky. Each has 9-piece ground and wall tiles and platforms, and four background layers. Props include brambles, a campfire, a cabin door, a wicker figure, rune stones and tents; pickups include batteries, flare cartridges, a first-aid kit, keys, old photographs and firefly jars; the UI has hearts, a battery meter, an antler-skull boss bar, buttons, panels and hero portraits.
Open it in GameMaker or Godot and press Play. Pick Eli or Nora and cross the forest at night: keep the flashlight's battery up, light campfires to save your progress, find the key for the cabin door, and face The Hollow King in the Cult Camp. Every level is its own room or scene, and adding one to the level select is a single line.






Every frame as a transparent PNG, a sprite sheet for every animation, GIF previews, and sprites.json with frame counts, sizes, origins and speeds.
Three sets of four seamless background layers, a 64 px tileset per theme with a map of every tile, props, pickups, UI, the projectiles, and the large source pictures of the tiles.
A GameMaker 2024 project: both heroes, darkness and the flashlight beam, flares, campfires, keys, every enemy and the boss, menus, hero and level select, How to Play, pause and game over, all in plain GML.
The same game for Godot 4: scenes for every character, pickup and level, TileSets with one-way platforms, lights, and a theme for the menus.
GAMEPLAY (every rule and number), LEVELS (making levels and adding them to the level select) and CODE (every script, function by function), for both engines.
Use it in any number of your games, free or commercial, and change it as you like. Just don't resell or share the assets themselves. Read the asset license.
GameMaker 2024 or newer, and Godot 4.4 or newer. Both are free to download: GameMaker and Godot. The art itself is plain PNG and works in any engine.
Yes. Use it in as many games as you like, free or commercial, on any platform. You can't resell or share the art files themselves, on their own or in another pack. See the asset license.
Of course: recolor it, resize it, cut it up, mix it with your own.
Every frame comes at full size (the boss is over 500 px tall), each animation also as a sprite sheet and a preview, and both demo projects carry their own copies of the art so they open and run as they are.
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