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Made with Nano Banana 2 Lite ยท CC0 ยท 9 Oct 2026
Generated from: a scene from a small video game about: This is a NEW game, separate from "Tavern Throwdown." It is not a tavern arena game. Create a standalone 2D fighting game inspired by the visual style and combat presentation of the Dota 2 arcade fighting minigame shown in my reference image. Requirements: - Side-view, one-on-one fighting. - Detailed 2.5D visuals: 2D fighting characters against a richly rendered 3D arena background (NOT a tavern). - Two playable fantasy fighters, each with idle, walking, jumping, blocking, attacking, taking damage and victory animations. - Light attacks, heavy attacks, combos, special abilities, dodging and blocking. - Health bars, round timer, round counter, score and knockout screen. - Keyboard controls for both players, plus an AI opponent. - Character selection screen, at least two arenas and a main menu. - Responsive controls, hit detection, damage calculations and functioning combat mechanics. - Original placeholder character art is acceptable initially, but the game must actually be playable, not just a static visual mockup. - Build the game in small, testable stages. First implement a complete working fight between two characters, then add animations, special moves, menus and additional fighters. - Target Windows PC, with the possibility of exporting a standalone executable that runs without Dota 2 or an internet connection. Start by building the playable combat prototype. Prioritize responsive fighting mechanics over visual polish., 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.
Creator
Jota Ele
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