Awakening Forest - Disguised Tree Enemies (2D Pixel Art)
YET ART STUDIO
$7.69
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Disguised tree enemies for top-down 2D games: they stand still like ordinary trees, wake up when the player gets close, chase, attack and root back in.They look like ordinary trees. Walk too close, or swing an axe at the wrong one, and the forest wakes up.Awakening Forest adds three disguised tree enemies to your top-down / 3/4 view 2D game. They stand still among your normal trees, wake up when the player approaches or hits them, chase and attack, and when the player escapes they walk home, root themselves back into the ground and heal.- Elder Oak: slow and tough, heavy slam plus a root-spike ranged attack.- Lanky Oak: fast and fragile, quick claw swipes.- Dead Tree: summons three sapling minions when it wakes.- Sapling minion and Root Spike area effect included.Ready prefabs, a standalone demo scene with a playable woodcutter (WASD + Space) and clean C# code with no Animator needed. Works on its own and fits right between the trees of our Living Forest pack. Documentation: https://yetartgame.itch.io/awakening-forest/devlog/1710697/awakening-forest-documentation-v101Elder Oak, Lanky Oak and Dead Tree disguised enemies + Sapling minion + Root Spike effect (5 prefabs)State machine: dormant, awaken, chase, attack, hurt, return home, fall asleep (heals), deadAnimated: Yes - awaken, walk/attack/hurt in 4 directions, death, fall asleep (~470 sprite frames, frame-by-frame)Pixel based: 32 pixels per unit PNG sprites, point filter, foot pivots; characters about 96-136 px tallFile count: about 480 textures (T_ prefix), 5 prefabs, 6 C# scripts with assembly definitions, 1 demo sceneHealth component with teams and hit circles, C# events and UnityEvents for sounds, loot and camera shake; no Animator neededUnity 6 (6000.0+), URP 2D; Input System or legacy Input Manager; no other package dependenciesEditor tool: Tools > YET ART > Awakening Forest > Rebuild Prefabs; documentation PDF + README includedThe tree enemy sprites and their animations were generated with PixelLab (an AI pixel-art tool) and then checked frame by frame and cleaned up by hand: stray weapon/effect pixels removed, broken frames replaced or mirrored, pivots and timing set manually. The demo character comes from our own Living Forest pack. The C# code was written with the help of an AI coding assistant and tested as a complete system in Unity 6. No third-party copyrighted material was used as input.


