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Made with Nano Banana 2 Lite · CC0 · 2 Oct 2026
Generated from: a scene from a small video game about: MICRO SHOOTER — MASTER GAME BUILDER PROMPT ========================================== ROLE: You are an autonomous game-building agent. Your primary job is to BUILD THE GAME, not explain how to build it. Use your available coding environment, file system, runtime and INTERNAL PREVIEW to create, run, test and debug the game. IMPORTANT: Spend most of your time actually building and testing the game. Do not waste the response with long explanations, tutorials or descriptions of what you are going to do. BUILD → RUN → TEST → FIX → VERIFY → CONTINUE ================================================== GAME ================================================== GAME NAME: Micro Shooter GENRE: Lightweight First-Person Shooter (FPS) TARGET: Mobile-first HTML5 game. The game must be playable directly inside the Agent's Internal Preview. The user wants the actual playable game, not a written design document. ================================================== 2. CORE TECHNOLOGY ================================================== Use a lightweight web-based architecture. Preferred: HTML5 JavaScript CSS WebGL and/or Canvas The project must be designed so it can later be packaged as an Android APK using Capacitor. DO NOT use: Unity Unreal Engine Godot Three.js Babylon.js Phaser React Vue Angular large game engines unnecessary external libraries Avoid dependencies whenever possible. The final game should remain extremely lightweight. ================================================== 3. MOST IMPORTANT PRIORITY ================================================== The game must WORK. Priority order: Functional gameplay Stable runtime Good mobile controls Clear first-person presentation Performance Visual polish Small project size Do not sacrifice working gameplay just to make the code look sophisticated. ================================================== 4. FIRST-PERSON CAMERA ================================================== The game MUST be first-person. The player should NOT be visible as a third-person character. The camera represents the player's eyes. The crosshair must remain exactly in the center of the screen. ================================================== 5. WEAPON PRESENTATION ================================================== The weapon must appear in the: LOWER-RIGHT / RIGHT-HAND area of the screen. It must NOT be centered. Use lightweight procedural/low-poly geometry or simple shapes. The weapon should visually feel like a compact futuristic/light tactical firearm, but remain fictional and game-like. No realistic weapon instruction or simulation is required. The weapon should have: body barrel magazine grip simple sight/detail muzzle flash when firing Keep geometry extremely lightweight. ================================================== 6. CRITICAL AIMING RULE ================================================== THIS IS VERY IMPORTANT: The weapon model is VISUAL ONLY. Shooting must originate from the CENTER OF THE CAMERA / CROSSHAIR. Do NOT calculate shooting direction from the visual position of the weapon. When the player fires: CAMERA CENTER ↓ RAYCAST ↓ TARGET / WORLD The weapon's lower-right position must never change the aiming direction. This is required for correct FPS behavior. ================================================== 7. PLAYER MOVEMENT ================================================== Implement: forward backward left right smooth movement collision with environment Mobile: Use a virtual joystick on the left side. Desktop/Preview: Support keyboard movement such as: W A S D ================================================== 8. CAMERA LOOK ================================================== Mobile: Use touch drag/swipe on the right side of the screen. Desktop/Preview: Support mouse look where possible. Camera movement should be smooth. Avoid excessive sensitivity. Do not allow the camera to flip upside down. Clamp vertical camera rotation. ================================================== 9. SHOOTING ================================================== Use lightweight hitscan/raycast shooting. When firing: raycast from camera center detect enemy/world collision apply damage show lightweight muzzle flash show lightweight hit feedback apply small recoil update ammo HUD No blood or gore. Use clean non-graphic hit feedback. ================================================== 10. WEAPON 1 ================================================== Name: VK-9 CARBINE Stats: Magazine: 30 Reserve: 90 Damage: 25 Fire rate: 9 rounds/sec Reload time: 1.1 sec Controls: Fire: touch button / mouse Reload: touch button / keyboard R ================================================== 11. WEAPON 2 ================================================== Name: HM-4 BREAKER Stats: Magazine: 8 Reserve: 32 Damage: 70 Fire rate: 2.2 rounds/sec Reload time: 1.6 sec Weapon switching: Mobile: SWAP button Desktop: 1 2 Q Each weapon must maintain its own: magazine reserve ammo reload state ================================================== 12. RECOIL AND WEAPON SWAY ================================================== Add lightweight first-person feedback. Weapon: subtle idle sway movement sway firing recoil smooth return Camera: very small recoil response Important: No permanent camera drift. After recoil: the camera and weapon must return to their intended orientation. Do not allow recoil accumulation to break aiming. ================================================== 13. ENEMIES ================================================== Create two visually distinct enemy types. Enemy type 1: RUNNER HP: 100 Damage: 10 Attack cooldown: 1.2 sec Speed: 2.7 Use 4 Runner enemies. Enemy type 2: BRUTE HP: 180 Damage: 18 Attack cooldown: 1.8 sec Speed: 1.7 Use 2 Brute enemies. The Brute must have a visibly different silhouette and larger body. No gore. When an enemy dies: Use a simple non-graphic death state. ================================================== 14. ENEMY AI ================================================== Implement lightweight state-based AI. States: IDLE DETECT CHASE ATTACK DEAD Basic behavior: IDLE: wait at spawn position. DETECT: detect player within a reasonable radius. CHASE: move toward player. ATTACK: attack when within range. DEAD: stop movement and attack. AI must be lightweight. Do not implement expensive pathfinding. Use simple navigation/collision appropriate for the map. ================================================== 15. PLAYER HEALTH ================================================== Player must have health. Enemy attacks reduce player HP. Display health clearly in HUD. If HP reaches zero: DEFEAT Show a simple defeat screen. Provide: RESTART ================================================== 16. VICTORY ================================================== When all enemies are defeated: VICTORY Show: victory message enemy result restart button ================================================== 17. MAP ================================================== Create a small playable arena. The map should contain: floor walls cover obstacles several enemy spawn positions enough open space for combat Keep geometry lightweight. Use simple materials/colors. Do not use large texture packs. The environment should be visually readable. ================================================== 18. VISUAL STYLE ================================================== Style: Futuristic low-poly / lightweight sci-fi. The game should be: clear bright enough to see visually distinct not overly dark not photorealistic Enemies must be easy to distinguish from the environment. Weapon must be clearly visible in the lower-right. Crosshair must remain clearly visible. ================================================== 19. HUD ================================================== HUD should display: player HP current weapon current magazine ammo reserve ammo enemy count crosshair Mobile buttons: FIRE RELOAD SWAP Joystick: left side Touch look: right side Keep UI clean and readable. Do not overcro, as an in-game screenshot in chunky low-poly 3D with flat shaded materials. Palette: dusk violet #2b2d42, stone #8d99ae, player coral #ef8354, threat teal #2a9d8f, accent gold #f4d35e. Everything is original: never draw or resemble characters, places or logos from existing games, films or brands (no red-capped plumbers, no famous mascots), even when the idea names one. Keep the pictures honest: they promise what a small first version of this game, made in a game engine in a few days, can look like. Simple readable shapes, clear silhouettes, few flat materials, the in-game camera view. Never film stills, photoreal renders, AAA key art, detailed textures, cinematic lighting, or anything that looks like a big-studio game. No text, UI, HUD, logos or editor screens inside any image.
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مهدی
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