"Salinlahi is a 2D pixel art mobile defense game inspired by pre-colonial Filipino mythology. The visual tone should feel mythological, atmospheric, and slightly eerie, combining Baybayin cultural elements with shadow-corrupted spirits. Sprites should use clean pixel art with clear silhouettes, readable even at small sizes. Animations are minimal but expressive (4–6 frames). Core Enemy Sprites 1. Standard Shadow Entity The most common enemy. Appearance Humanoid silhouette made of condensed shadow or smoky darkness Body is not solid, more like drifting smoke with a faint outline Glowing eyes (pale blue or sickly green) act as the visual focal point Subtle shadow tendrils or wisps flowing from the body edges Chest area should remain clear and simple because a Baybayin character will be overlaid there in-game Personality Looks like a corrupted spirit Threatening but not human Moves slowly and steadily toward the shrine Sprite size ≈ 64x64 pixels 2. Chained Shadow Entity A smaller variant of the shadow enemy that appears in groups of three connected together. Appearance Same shadow aesthetic as the standard enemy Smaller and slightly simpler design Each entity is connected by thin dark energy chains or smoke links The chain looks like shadow energy connecting them Visual idea Three small shadow creatures moving as a linked group. Sprite size ≈ 48x48 pixels 3. Accelerating Shadow Entity A fast enemy that visually communicates speed and aggression. Appearance Similar body to the standard shadow enemy Leaning forward posture (more aggressive stance) Motion streaks or speed trails integrated into the sprite Walk animation may include ghosted afterimages Slight red or orange glow around the body edges to signal danger Visual idea A shadow creature that looks faster, more intense, and more aggressive than the others. 4. Vanishing Shadow Entity An enemy that periodically disappears. Appearance Thinner and more ethereal body Looks partially translucent or ghost-like Has cold white or silver highlights mixed with the dark shadow body Silhouette should be taller and more fragile Idle animation should include shimmering or flickering Visual idea A half-phased spirit, as if it exists between worlds. Friendly / Decoy Character Friendly Spirit or Villager This character must look clearly different from enemies. Appearance Warm colors: amber, cream, gold, warm brown Human silhouette, resembling a pre-colonial Filipino villager or gentle spirit Soft glowing aura or halo Clear facial expression showing fear or worry No smoke or darkness effects Visual idea A good spirit or villager running away from danger, not attacking. This character should visually communicate “do not attack.” Player Structure Sacred Shrine The structure the player must defend. Appearance Ancient Filipino shrine Built from carved wood and stone Decorated with Baybayin patterns and traditional carvings Lit with warm golden light (like lanterns or candles) Should feel sacred, protective, and culturally rooted Visual idea A small holy structure radiating warm light, contrasting with the dark enemies. Visual Style Summary Two emotional color zones define the game: Warm (safe side) Amber Gold Warm orange Cream Mahogany Dark (enemy side) Deep violet Black shadow Dark blue-gray Sickly green Enemies should feel like shadow corruption, while the shrine and friendly characters feel warm, sacred, and alive. Character silhouettes must remain instantly recognizable and clear at small pixel sizes., in Pixel Art style"