So I’m thinking about making a 2D pixel game that would have a large amount of sprites (probably 200+) and was wondering what the best way to manage them all would be? Especially if I want to play multiple sprites consecutively in order to mimic an animation?
That is not a large number of sprites, it is a moderate to low amount.
The best way to manage them is whatever makes you more productive. That comes down to two things: finding a workflow and tools that let you add, remove, and modify sprites in the scene efficiently, and learning the tools that allow you to debug issues quickly.
The exact tools and workflows depend on the project. Some are provided by Unity, such as the Animator’s ability to use sprite sequences or the Tilemap system. Others may be external to Unity, depending on your use case.
Try several tools that fit your current game type by building small prototypes. This will help you understand the workflow and your actual productivity before committing to any specific tool.
So this plays perfectly into naming classes “Manager” - but … what does “manage” actually mean? You mean organizing the files hierarchically? Addressing them in the editor or at runtime? Keeping a tight update loop between image editing tool and Unity? Preserving importer settings? …
“Managing” without context bears little meaning, it’s similar to saying “dealing with” - it has a very broad meaning.
Check the 2D Animation package manual, specifically the section about sprite-swap animations: