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Made with GPT Image 2 ยท CC0 ยท 12 Aug 2026
Generated from: Side-view 2D metroidvania stage planning diagram, simplified cel-shaded cartoon style, highly readable game level map reference, 16:9 landscape composition. Clean flat color design with thick bold dark outlines on every wall and floor, broad room silhouettes, generous spacing between routes, high contrast between playable terrain and muted background. Three clearly separated horizontal bands stacked vertically, each with its own simple color code: 1. UNDERGROUND band at the bottom: brown and tan chocolate-candy cave zone with broad chocolate caverns and candy-crystal rooms, thick readable tunnel outlines, large chambers, multiple branching corridors, deep pits, spike trap rooms, enemy rooms, circular loops, vertical drop shafts, and small hidden secret alcoves. 2. MIDDLE band in the center: pink and green candy forest with a winding syrup river and a candy village, broad open rooms connected by clear bridges, ledges, tunnels, and alternate routes. Many large rooms and several clearly separated secret side rooms. In the center, one exceptionally large wide empty open KING COTTON ARENA boss room, visibly much larger than all normal rooms, with an uncluttered flat interior for a large boss and player movement. 3. SKY band at the top: light blue candy-sky region reachable only by one obvious MONKEY VINES vertical vine climb rising from the middle band. After the vine entrance, spread into several large floating candy platforms and broad routes with branches, loops, drop-down return paths, enemy and trap rooms, and secret alcoves. Do not make the sky a thin single line. Show all passageways as bold continuous connected paths that are easy to trace. Main routes visually stronger and thicker; secret routes distinct but still clearly visible. Avoid painterly texture, particles, tiny labels, overlapping routes, visual noise, and cramped rooms. Only these short labels, large and legible: UNDERGROUND, MIDDLE, SKY, MONKEY VINES, KING COTTON ARENA. No portals, no characters as the focal point, no UI panels, no map pins. Planning diagram, not finished game art.
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user_d35ab7ae
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