30 animated pixel toy monsters with Idle, Move, Attack, Hurt and Death. Includes 150 clips, 30 prefabs, sprite sheets, an inspection gallery and an autonomous workshop.Bring a forgotten toy workshop to life with 30 animated pixel monsters. Wind-up animals, cloth creatures, wooden puppets and metal mechanisms share an antique ivory, navy, red and brass visual theme.Each creature includes Idle, Move, Attack, Hurt and Death, with poses and timing adapted to its mechanism: hopping spring legs, articulated limbs, fluttering fabric wings, rolling wheels, folding ribs and flexible cloth bodies.Inspect each character and action in the individual gallery with pause, frame stepping, speed, flip, background and travel controls. A separate autonomous workshop presents the creatures roaming, reacting, attacking, collapsing and respawning without a player character.Use the ready prefabs and Animator Controllers, or integrate the transparent PNG frames and flattened sprite sheets into your own system. The workshop background is included. The autonomous behavior is an animation presentation, not a complete combat or navigation system.CONTENT• 30 creatures, each with Idle, Move, Attack, Hurt and Death• 150 Unity Animation Clips• 920 individual transparent PNG frame files• 30 Animator Controllers and 30 prefabs with SpriteRenderer and Animator• 30 flattened sprite sheets, with 128 × 128 cells• 3 scenes: full inspection gallery, autonomous workshop, retained rabbit inspection• One 1280 × 720 workshop background• JSON catalog with frame durations, intended contact indices and movement cadence• Concise English offline guide (RTF and TXT)ART AND ANIMATION• Character canvas: 128 × 128 pixels; 64 PPU• Character pivot: (0.4375, 0.125)• Point filtering, uncompressed textures, mipmaps disabled• Right-facing artwork; left through horizontal mirroring. No up/down or eight-direction artwork• Idle and Move loop; Attack, Hurt and Death hold the final pose• Sprite animation only; no root motion, bones, hitboxes or damage events• Intended contact frames are catalog dataINTEGRATION• Namespace: Knock.CursedToys30• No external Asset Store package dependencies• Built-in Sprites/Default material• Scripts compiled against Unity 6000.3.26f1 assemblies• Clean import, Play Mode and render-pipeline compatibility have not yet been verifiedNot included: audio, player controller, production combat/navigation system, modular tileset or layered Aseprite source files.OpenAI image-generation tools were used to create the initial creature pose sheets and workshop background. Code was used for connected-body frame extraction, registration, nearest-neighbor resizing, limited-palette cleanup, transparent-edge cleanup and Unity asset assembly. Seven attack sheets were redrawn to correct anatomy or pose overlap. Frame selection, ordering, contact timing and presentation were reviewed and adjusted. Marketing images and the rendered animation video use the delivered art and frame timing.


