Petalwick — sprite quality progress

Each blind-judge round and each artist iteration, newest first. The judge sees our sprites shuffled among professional reference sprites and must not be able to tell them apart; it passes when every score is ≥ 8.

3.88R1
4.25R2
4.88R3
4.25R4
5.25R5
3.88R6
5.11R7
3.92R8
4.12R9
Judge mean score per round (goal: every criterion ≥ 8)
iteration 2026-10-17

Dragon weapons (work in progress): Emberfang, Wyrmstring, Pyre Staff

Three fire weapons with 7 skills, all working in game. Emberfang (sword): a flaming combo; Searing Stab (a fire lance through a lane); Dragon Rush (dash through enemies, drag them along, leap and slam down in a blast of fire). Wyrmstring (bow): burning arrows; Twin Fang (two arrows at once); Ember Rain (volleys of fire arrows plunge onto a target area). Pyre Staff: firebolts; Dragon's Breath (a cone of flame); Meteor (a burning rock falls on the aimed spot); Blink (teleport, with an explosion where you land). Work in progress: the effects are still being tuned, and only the shots that already read well are shown here. Still to come: Ember Rain and Twin Fang shots, and the hotbar, where icons go almost black during cooldown.

Icons at 8x. Rows: Emberfang + Searing Stab, Dragon Rush; Wyrmstring + Twin Fang, Ember Rain; Pyre Staff + Dragon's Breath, Meteor, Blink
Icons at 8x. Rows: Emberfang + Searing Stab, Dragon Rush; Wyrmstring + Twin Fang, Ember Rain; Pyre Staff + Dragon's Breath, Meteor, Blink
Pyre Staff, Meteor: the rock comes down
Pyre Staff, Meteor: the rock comes down
Meteor impact: crater blast and ring of fire
Meteor impact: crater blast and ring of fire
Pyre Staff, Dragon's Breath
Pyre Staff, Dragon's Breath
Emberfang, Dragon Rush: the slam on landing (zoomed)
Emberfang, Dragon Rush: the slam on landing (zoomed)
Emberfang, Searing Stab
Emberfang, Searing Stab
iteration 2026-10-17

Ignareth, the Ash King (mon-dragon): the Dragon's Nest boss

The dragon is too big to show whole, so he's a puppet of separate painted sheets laid out in the ravine: a horned head glaring down at the ledge, a neck chain, armoured chest and shoulders with folded wings, forearms, and two hands gripping the ledge. Each claw is its own target and crumbles apart when broken. Painted in code like the other monsters (ash-black and oxblood scales, molten seams), but at 16 px per unit instead of 24, so he reads as chunkier and enormous.

Sprite parts at 3x. Head: idle, blink, charge, open (breath), roar, hurt, dizzy. Then neck, arm, chest. Hand: grip, open (telegraph), slam, rake, crumble 1-3
Sprite parts at 3x. Head: idle, blink, charge, open (breath), roar, hurt, dizzy. Then neck, arm, chest. Hand: grip, open (telegraph), slam, rake, crumble 1-3
In game: Ignareth rises out of the ravine
In game: Ignareth rises out of the ravine
Fire breath down the ledge
Fire breath down the ledge
Claw rake
Claw rake
Phase 2: inferno
Phase 2: inferno
Dizzy after both claws are broken
Dizzy after both claws are broken
A claw crumbling
A claw crumbling
iteration 2026-10-15

Switched to your Time Elements packs: clothing vs equipment, armour replaces clothes, skills from gear

Characters are now built from the three Time Elements packs (core plus two expansions; about 1,000 layered sheets in 4 directions). Equipment: weapons (swords, axes, greataxes, hammer, paired daggers, spear, bow, flintlocks, wands, pickaxe), shields, body armour (plate, brigandine, fur mantles), plate greaves, helmets, crowns and backpacks. Everything else is in the character creator: faces (including fox, wolf and lizard folk), hair and long hair, beards and animal ears, tails and wings, skin tones, and everyday tops, bottoms and hats in their own colour variants. Armour replaces the clothing on its layer instead of being drawn over it. Skills now come from what you have equipped: each weapon type has its own basic combo and grants 1–3 skills, a shield grants Shield Bash, and plate, leather and hide armour each grant one more. The hotbar (keys 1–5) rebuilds when you change gear, and the server rejects anything your gear doesn't grant. Bows fire the pack's arrow sprite. The old hand-built sprite painter, judge loop and paperdoll tools are archived.

Compositor: plate, helm, greaves, tower shield and sword in all four facings and every animation
Compositor: plate, helm, greaves, tower shield and sword in all four facings and every animation
Character creator: clothes
Character creator: clothes
Equipment: six slots, icons cut from the sprites
Equipment: six slots, icons cut from the sprites
Equipment icons
Equipment icons
In town: knight with a flaming Ember Brand, and Mira at her stall
In town: knight with a flaming Ember Brand, and Mira at her stall
iteration 2026-10-15

Back view fixed: near and far were backwards

You were right: the first back view didn't make sense. I had mirrored the front, but turning someone around also swaps which side is near the camera, and in this camera the near leg reaches lower on screen. The mirror left the foreground leg short and the background leg long, and the blade pointed down-right, i.e. back toward the camera. Fixed by reasoning from depth instead of mirroring. Legs: the near leg in front (screen-right, long) is still the near leg from behind, so your front legs are used as they are, shifted 2 px under the hem; the far boot is turned to point the way she faces and tucks behind the near leg. Sword: from the front the blade drops 12 px over 10 px of reach, roughly half 'down' and half 'toward the camera'. From behind, 'forward' points away, which cancels most of the drop, so the blade now points right (forward) and only slightly down from the near hand, foreshortened, with the guard upright. The back-view canvas is 8 px wider on the right to fit it, with the same origin.

Front and corrected back view, 8×
Front and corrected back view, 8×
Near hand, sword and legs from behind, 14×
Near hand, sword and legs from behind, 14×
iteration 2026-10-15

Back view derived from your paperdoll's pixels

Built from the layer data, not redrawn: the front (facing down-left) is mirrored to face up-right, so the sword stays in the same hand, now on the near side. The hair depth is swapped, so your back-hair mass covers the head and falls over the shoulders, and the face-framing locks go behind the body. Front-only details are replaced with the back of the same garment in your colours: the blouse loses the bust shading, neckline and lacing (a plain back panel lit from the upper left, with a cast shadow from the hair, a faint spine crease and the far side in shade); the belt runs on without the buckle; the tunic is one continuous back panel with two folds and a hem, since the slit and shorts only show at the front; and both boots point the way she faces, heels toward us. Reproducible with tools/paperdoll/derive_back.py.

Front and derived back view, 8×
Front and derived back view, 8×
Back of the tunic, belt and boots at 14×
Back of the tunic, belt and boots at 14×
iteration 2026-10-15

Paperdoll base — palette cleanup, sword hilt, proper front/back hair

Your picks from the round-9 fixes. (1) Palette: 74 → 33 colours in one shared palette. Each near-duplicate merges into the more-used colour, so the dominant colours stay exactly yours; the blush, catchlights, iris and buckle are protected. On average pixels moved only a barely visible amount vs your original (mean ΔE 3.1; the only bigger changes are 11 stray dark pixels inside the hair that were smoothed). (2) Sword: a brass crossguard perpendicular to the blade just below the fist, as thick as the blade, in the buckle's colours, and the blunt tip tapered to a point. There's no pommel, because on this pose it would sit hidden between the fist and the hip. (3) Hair redone the way you described: a FRONT piece (crown, bangs and the face-framing locks over the shoulders) and a BACK piece (everything behind the head), with no separate crown cut. The front view is pixel-identical across the split. All of it is reproducible from your original file with tools/paperdoll/*.py.

Your original · cleaned base · front hair · back hair (7×)
Your original · cleaned base · front hair · back hair (7×)
Sword before/after at 18×, and at 4×
Sword before/after at 18×, and at 4×
Face before/after palette cleanup (12×)
Face before/after palette cleanup (12×)
judge 2026-10-15

Judge round 9 — baseline of your paperdoll base

FAIL · mean 4.12 / 10 (pass = every score ≥ 8)
Silhouette
4.7
Shading
3.3
Palette
4.0
Outlines
4.3
Detail
4.3
Face & hair
4.7
Pose
4.0
Overall
3.7

Three blind judges scored your base as it stands: A 4.0, B 4.5, C 3.9. All three labelled it amateur at confidence 4, so it scores about the same as our hand-built round 8 (3.9). Their fixes split into objective cleanup and style choices that are yours to make. The off-centre ground shadow they all flagged was a bug in my export tool, now fixed.

Blind-sheet answer key: #4 yours · the rest references

Blind sheet
Blind sheet
Labelled comparison
Labelled comparison
iteration 2026-10-15

New base: your paperdoll

From now on everything derives from your layered paperdoll (48×74: back hair, sword, body, linen outfit with boots, front hair), not from hand-built pieces. Cleanup: the source has about 1,200 slightly jittered colours. Each layer is now reduced to the smallest palette whose worst pixel stays within a barely visible difference of the source (68 colours in total). My first pass merged the pink blush into the peach skin shadow. You caught it, and the blush is now protected as its own material, with both of its tones restored. Hair: the front-hair layer held the whole hairstyle and the back-hair layer was 95% hidden. It's now split into back hair (behind the body), crown (hidden by helmets) and front hair (fringe and face-framing locks), and the front view is pixel-identical to your original. Your base has gone to the three-judge panel as a baseline (round 9).

Your original (left) vs the cleaned palette (right), 8×
Your original (left) vs the cleaned palette (right), 8×
Face at 12×: blush, catchlights and iris preserved
Face at 12×: blush, catchlights and iris preserved
Hair split: back · crown · front · full stack · placeholder helmet hiding the crown
Hair split: back · crown · front · full stack · placeholder helmet hiding the crown
judge 2026-10-15

Judge round 8 — iteration 6, first round against the clean references

FAIL · mean 3.92 / 10 (pass = every score ≥ 8)
Silhouette
4.3
Shading
4.0
Palette
4.7
Outlines
4.7
Detail
3.0
Face & hair
3.7
Pose
4.0
Overall
3.0

Panel average of three blind judges: A 4.0, B 4.0, C 3.75. This is the first round judged against the clean references, which look much sharper and more detailed than the old degraded copies, so it isn't comparable to rounds 1–7. All three spotted our tiles at full confidence, and they agreed with each other more closely than ever. I checked two of their claims myself and both hold: the run and attack frames reuse 88–94% of the idle head pixels, and the tunic's mid-tone (#beac8a) is almost the judging background's tan (#b9a68e).

Blind-sheet answer key: #6, #7 ours · the rest references

Blind sheet (clean references)
Blind sheet (clean references)
Labelled comparison
Labelled comparison
iteration 2026-10-15

Base character — review fixes, sent to round 8

The four review fixes: the mouth is now a soft 2-px closed line (no dot or pucker), the calm lids no longer form a V with the fringe, the back-view ear is tucked inside the hair as a 2×2 patch, and the crack-like crown strokes and the crown antenna are gone. Colours: 26–32 per sprite. Sent to the three-judge panel (round 8), the first round judged against the clean references.

Front and back idle at 12×
Front and back idle at 12×
Attack strike at 8×, both hair colours
Attack strike at 8×, both hair colours
Creator scale 6×
Creator scale 6×
iteration 2026-10-15

Base character — round-7 fixes

All ten round-7 fixes are in. Hair: 3–4 large locks with one highlight band that follows the skull, varied fringe tips and a shadow under the fringe. Eyes: two separate lids, a narrower far eye and a ramped iris. Tunic: sleeves sewn into the shoulders, a crescent shadow, folds, hem lip, neckline and cuffs, with violet-grey shadows. Outlines are lighter on the lit edges (near-black edge pixels down from 82% to 54%). Trousers are warm brown-grey so the sword reads against them, and the boots have a cuff, toe cap and sole. A 3-tone blade with crossguard and pommel at the fist in every frame, including the back view and attack. A leather ponytail tie and a split tail tip. Real lean, bob and swing in the run and attack frames. Colours down from 38 to 31. My review found four things to fix before judging: a dot mouth that reads as a pucker, lids that read as a scowl, a back-view ear that sticks out like a growth, and a few crack-like strokes on the crown. Sent back.

Front/back idle vs the clean references at 8×
Front/back idle vs the clean references at 8×
12× — note the dot mouth, scowl lids and back-view ear being fixed
12× — note the dot mouth, scowl lids and back-view ear being fixed
Creator scale 6×: idle, back, run, attack, shoulder rest
Creator scale 6×: idle, back, run, attack, shoulder rest
note 2026-10-15

Reference sprites rebuilt — the judges were comparing against a degraded copy

You spotted that the references looked artifacty. The judge references had been cut from the 700×600 upload, which is a lossy downscale of the sheet, and the speckle was being read as 'detail'. They're now rebuilt from the clean 2070×1132 upload by recovering the true pixel grid (a 6.354× non-integer upscale). That gives 17 crisp native sprites with 21–34 colours each. The hooded-rogue sheet is an 8× upscale but had been shrunk only 4×, so those references were twice their real size; they're fixed too. Round 7 was scored against the old references.

8×: hooded rogue at its true size · a sheet-A reference rebuilt clean · the old degraded copy of another sheet-A sprite
8×: hooded rogue at its true size · a sheet-A reference rebuilt clean · the old degraded copy of another sheet-A sprite
judge 2026-10-15

Judge round 7 — iteration 5 (first 3-judge panel)

FAIL · mean 5.11 / 10 (pass = every score ≥ 8)
Silhouette
5.7
Shading
4.7
Palette
5.7
Outlines
5.7
Detail
4.7
Face & hair
5.0
Pose
4.7
Overall
4.7

Panel average of three independent blind judges: A 5.4, B 5.4, C 4.5. All three spotted our two tiles at full confidence and labelled them amateur. The poses, the 3/4 back angle and the down-forward sword were not criticised; the judges agree on the remaining gaps below.

Blind-sheet answer key: #4, #5 ours · the rest references

Blind sheet
Blind sheet
Labelled comparison
Labelled comparison
iteration 2026-10-15

Base character — sword back to down-forward

Front idle/run sword now points down and forward across the legs (≈34°), ~15 px blade drawn bold: bright top edge, mid body, dark underside, full dark outline, crossguard, grip and pommel, tip glint. The fist moved slightly forward so both boots and the gap between the legs stay readable. Back view unchanged. Sent to the new three-judge panel (round 7).

Front/back idle vs references at 8×
Front/back idle vs references at 8×
Creator scale 6×
Creator scale 6×
iteration 2026-10-15

Base character — round-6 fixes

Hair rebuilt as real locks (no comb striping, see the 12× crop); warm linen ramp with a continuous dark outline, V-neck, chest shadow and flared skirt creases; arms with cuffs, forearms and outlined fists; muted iris, lash flicks; torso turned to match the head; run stride with lean; a1 arm reaches the arc; back view spine/shoulder-blade shading. My review: the idle sword now points backward (down and left) as a thin needle — contrary to your 'down and forward' preference — so I've sent it back to point forward across the legs, bold, before the next judge round.

Creator scale 6×
Creator scale 6×
Front/back idle vs references at 8× — note the backward-pointing sword being fixed
Front/back idle vs references at 8× — note the backward-pointing sword being fixed
Hair at 12×, front and back, both colours
Hair at 12×, front and back, both colours
judge 2026-10-15

Judge round 6 — round-5 fixes

FAIL · mean 3.88 / 10 (pass = every score ≥ 8)
Silhouette
4
Shading
4
Palette
5
Outlines
4
Detail
4
Face & hair
4
Pose
3
Overall
3

Lower than round 5 despite the fixes — single judges are noisy, and this one penalised the deliberate 3/4 face placement. From round 7 on, three independent judges score each round and their scores are averaged; the instructions now state the 3/4 design intent. Its concrete findings are still valid.

Blind-sheet answer key: #2, #5 ours · the rest references

Blind sheet
Blind sheet
Labelled comparison
Labelled comparison
iteration 2026-10-15

Base character — round-5 fixes

Ponytail cut to a 6–7 px lock in three tapered strands; legs separated with a gap below the knee and 4-row boots; real run stride; sword redrawn with a dark edge, crossguard, grip and pommel; separate lash strokes and 3-px eyes with catchlights; clumped bangs with shadow wedges; tapered a1 crescent with the body leaning in; tunic collar, pouch and fold; palette cut from 55 to 38 colours; back-view ear and neck cleaned up. My concern: the idle sword was shortened (foreshortened toward the camera) and now reads a bit like a dagger.

Creator scale 6×: front idle, back idle, run, a1
Creator scale 6×: front idle, back idle, run, a1
Front/back idle vs references at 8×
Front/back idle vs references at 8×
Back view vs the pose guide
Back view vs the pose guide
judge 2026-10-15

Judge round 5 — base character with fixed back view

FAIL · mean 5.25 / 10 (pass = every score ≥ 8)
Silhouette
5
Shading
5
Palette
6
Outlines
7
Detail
5
Face & hair
5
Pose
4
Overall
5

Best score so far, but both colourways still picked out at confidence 5. (The off-centre ground shadow it flagged was my export bug — fixed.)

Blind-sheet answer key: #2, #3 ours · the rest references

Blind sheet
Blind sheet
Labelled comparison
Labelled comparison
iteration 2026-10-15

Base character — back 3/4 fixed, round-4 fixes

Back view rebuilt to match the pose guide (right side near on screen-right, spine left of centre, left arm hidden, overlapping legs, ponytail left of centre, sword in the right hand at the flank). Sword moved to the right hand in both views. Round-4 fixes: legs show with separate boots, 3-lock ponytail, smaller eyes, fringe shadow, warm hair ramp, tunic fold and curved hem, longer forearms, full-body a1 lunge with a tapered smear, run bob. I checked the 6× creator view myself before sending it to the judge.

Our front and back idle vs the pose guide (back 3/4 target and straight back)
Our front and back idle vs the pose guide (back 3/4 target and straight back)
Creator scale 6×: front idle, back idle, run front/back, a1 front/back
Creator scale 6×: front idle, back idle, run front/back, a1 front/back
Front and back idle next to references at 8×
Front and back idle next to references at 8×
note 2026-10-15

Back view: ground-truth pose guide

Your back-view screenshot showed a square, straight-on back with only the head turned. Part of the cause was my checklist stating the shoulder/spine sides backwards. I built a 3D mannequin rendered with a top-down JRPG camera as an objective reference for front 3/4, back 3/4 (the target) and straight back (wrong), rewrote the back-view checklist items to match it, and the artist must now match the guide's back 3/4 silhouette and show a side-by-side as proof.

Your screenshot — straight back with a turned head
Your screenshot — straight back with a turned head
Ground truth: front 3/4, back 3/4 (target), straight back (not this). Orange = character's right side, cyan = left.
Ground truth: front 3/4, back 3/4 (target), straight back (not this). Orange = character's right side, cyan = left.
judge 2026-10-15

Judge round 4 — base character

FAIL · mean 4.25 / 10 (pass = every score ≥ 8)
Silhouette
4
Shading
4
Palette
5
Outlines
6
Detail
4
Face & hair
4
Pose
3
Overall
4

Both colourways picked out at confidence 5. (Our export lacked the ground shadow every reference has — fixed for later rounds.)

Blind-sheet answer key: #2, #5 ours · the rest references

Blind sheet
Blind sheet
Labelled comparison
Labelled comparison
iteration 2026-10-15

Base character, first QA-passing version

Head and body drawn together (no floating head), genuine back 3/4 facing up-right, limbs as separate hand-drawn pieces, sword gripped in a fist and angled down, run holds the same guard, shoulder-rest stance works. Structurally sound, but well below the references in craft.

Creator scale 6×: front idle, back idle, run, attack, shoulder rest front/back
Creator scale 6×: front idle, back idle, run, attack, shoulder rest front/back
Front and back idle vs three references at 8×
Front and back idle vs three references at 8×
note 2026-10-14

Process reset after your review

You reviewed the preview and called it deformed (floating head, straight-up back view, weapons out of hands, weapon pointing up). Changes: one artist now owns the whole character; scope cut to a single base character (feminine, linen tunic, one sword, one hairstyle) built from separate hand-drawn limb pieces; a 22-item QA checklist that must pass on inspected pixels before anything reaches the judge or you.

The state you saw — creator scale, front / back / run / attack
The state you saw — creator scale, front / back / run / attack
judge 2026-10-14

Judge round 3 — true 3/4 bodies and heads

FAIL · mean 4.88 / 10 (pass = every score ≥ 8)
Silhouette
5
Shading
5
Palette
6
Outlines
6
Detail
4
Face & hair
5
Pose
4
Overall
4

The 3/4 turn now registered, but all 9 of ours were still picked out. Head only ~43% of height vs ~55% in the references; pillar legs; banded armour; same sword hold on everyone.

Blind-sheet answer key: #1,2,7,8,10,12,13,15,16 ours · the rest references

Our sprites vs references at 8×
Our sprites vs references at 8×
Blind sheet
Blind sheet
Labelled comparison
Labelled comparison
judge 2026-10-14

Judge round 2 — 3/4 turn attempt

FAIL · mean 4.25 / 10 (pass = every score ≥ 8)
Silhouette
4
Shading
5
Palette
5
Outlines
5
Detail
4
Face & hair
5
Pose
3
Overall
3

All 9 of ours picked out at confidence 5. The '3/4 turn' had only moved a pixel or two: still a symmetric front-facing figure, legs in a V, sword floating to the side.

Blind-sheet answer key: #1,2,4,5,6,8,10,11,12 ours · the rest references

Our knight vs two references at 8× — still front-on
Our knight vs two references at 8× — still front-on
Blind sheet
Blind sheet
Labelled comparison
Labelled comparison
judge 2026-10-14

Judge round 1 — three pilot costumes

FAIL · mean 3.88 / 10 (pass = every score ≥ 8)
Silhouette
4
Shading
4
Palette
5
Outlines
5
Detail
4
Face & hair
4
Pose
2
Overall
3

All 9 of our tiles were picked out as AMATEUR (confidence 4). The references were still resampled/blurry, which partly gave the answer away; they were cleaned to crisp palettes afterwards.

Blind-sheet answer key: #1–7 ours · #8–10 ref · #11 ours · #12–15 ref · #16 ours · #17–18 ref

Blind sheet (references and ours shuffled)
Blind sheet (references and ours shuffled)
Labelled comparison
Labelled comparison