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Made with Nano Banana 2 Lite · CC0 · 9 Oct 2026
Generated from: a scene from a small video game about: Ghost Echo: a polished, addictive, fully OFFLINE browser/mobile neon puzzle-platformer set in short rooms (10-30 seconds each). Every attempt leaves behind a "ghost" that replays the player's exact previous run in the same room. Ghosts act as platforms, button-pressers, and weights, so each room is solved by cooperating with your own past attempts — dying on purpose is part of the solution. CONTROLS (mobile and desktop): screen split into two touch zones — LEFT half = move left, RIGHT half = move right; double-tap quickly (within 250 ms) in the same direction = jump in that direction. Desktop: Arrow keys or A/D to move, double-press the same key to jump. No other buttons during play. TECH RULES: single-page HTML5 + vanilla JavaScript + Canvas 2D. No frameworks, no external assets, no network calls at runtime. Works fully offline (PWA with service worker, added in a later stage). Fixed-timestep simulation (60 Hz) so ghost replays are deterministic. Responsive portrait-first layout; also works in landscape and desktop. Clean modular code (separate modules/sections: input, physics, ghosts, levels, ui, audio, storage, ads, share) with heavy comments so the code can be extended. Target 60 FPS on low-end phones, small file size (under 1 MB total). Save everything in localStorage inside a try/catch wrapper. ART DIRECTION: dark neon — near-black background, glowing outlines, soft bloom done cheaply (shadowBlur or layered strokes). Each ghost has a different bright color by attempt order. Minimal UI, big readable shapes. AUDIO DIRECTION: procedural audio with Web Audio API (no audio files). Adaptive music: a calm base loop, and each new ghost on screen adds another layer. Short SFX for jump, death, button, shard pickup, room complete. The user says they will send the game in stages and wants only the stage they send implemented; the first message is this full concept., 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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user_36fc039f
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