Asset Store
Discover high-quality assets for your next game project, or create your own with AI.
Create AssetDiscover high-quality assets for your next game project, or create your own with AI.
Create Asset
Made with Nano Banana 2 Lite · CC0 · 5 Oct 2026
Generated from: a scene from a small video game about: Build a complete, polished, playable browser game called **“Coin Collector”**. The game should be a small 2D top-down arcade game where the player controls a character inside a bounded map, collects coins, avoids enemies and obstacles, and tries to achieve the highest possible score. The game must feel like a real finished mini-game, not a static website or a prototype. Make the UI modern, responsive, smooth, colorful, and enjoyable. ## 1. Core Gameplay Create a top-down 2D game area centered on the screen. The player controls a small character that can move freely in four directions: * Up * Down * Left * Right Desktop controls: * W / Arrow Up = Move Up * S / Arrow Down = Move Down * A / Arrow Left = Move Left * D / Arrow Right = Move Right Also support mouse/touch-friendly controls on smaller screens if possible. The player starts near the center of the map. Coins should spawn around the map in random valid positions. When the player touches a coin: * The coin disappears. * The player's score increases. * A small collection animation should play. * A satisfying sound effect should play if sound is enabled. * A new coin should spawn somewhere else after a short delay. The main objective is: **Collect as many coins as possible before the timer reaches zero.** ## 2. Game Timer Each level should have a countdown timer. Start each level with: **60 seconds** Display the remaining time clearly at the top of the screen. The timer should decrease every second. When the timer reaches zero: * Stop player movement. * Stop enemy movement. * Stop spawning new coins. * Show the Game Over / Level Complete screen. * Display the player's final score. * Display the number of coins collected. * Display the player's best score. Add a warning effect when only 10 seconds remain. For example: * Timer text starts flashing. * Add a subtle visual warning. * Play a warning sound if sound is enabled. ## 3. Scoring System Create a score system. Normal coin: * +10 points Golden coin: * +50 points Rare special coin: * +100 points The special coins should be visually different and should appear less frequently. Display: **SCORE: 0000** Use a clean arcade-style score display. The score should update immediately when coins are collected. Also display: **COINS: 0** and: **TIME: 60** ## 4. Player Create a visually appealing player character. Do not make the player just a plain square. Use a simple cute arcade-style character, such as a small robot, explorer, or futuristic character. The player should have: * Idle animation * Slight movement animation * Directional facing if possible * Small shadow underneath * Smooth movement When the player collects a coin, briefly show a small visual effect around the character. Example: * Small particles * Glow * Floating “+10” text Make movement responsive and smooth. Prevent the player from moving outside the game boundaries. ## 5. Coins Create three types of collectible coins. ### Normal Coin Appearance: * Gold/yellow * Small circular coin * Slight spinning animation * Subtle glow Value: +10 ### Golden Coin Appearance: * Brighter gold * Larger than normal coin * Stronger glow * More noticeable animation Value: +50 ### Rare Coin Appearance: * Special color such as purple/cyan * Strong glow * Particle effect * Rare spawn rate Value: +100 Coins should have slight floating/spinning animations so the game feels alive. Do not spawn coins inside walls, obstacles, or directly on top of enemies. ## 6. Enemies Add enemies that make the game more challenging. Enemies should move around the map. Start with simple enemy AI. Enemies can: * Move randomly * Occasionally move toward the player * Change direction when they reach walls At the beginning of the game, use only 1 enemy. Increase the number of enemies as the player progresses through levels. If the player touches an enemy: * The player loses one life. * Play a hit sound. * Add a small screen shake effect. * Briefly make the player invincible. * Reduce the player's life count. Display: **LIVES: ❤️❤️❤️** Start with 3 lives. If the player loses all lives: * End the game immediately. * Show the Game Over screen. ## 7. Enemy Difficulty The enemies should become progressively harder. Level 1: * 1 slow enemy Level 2: * 2 enemies Level 3: * 2–3 enemies * Slightly faster Level 4: * 3 enemies * More aggressive AI Level 5: * 4 enemies * Faster movement Continue increasing difficulty gradually. Do not make the game unfair. The player should always have enough space to move and react. ## 8. Obstacles Add static obstacles to the map. Examples: * Rocks * Trees * Walls * Crates * Small barriers Obstacles should block movement. The player should not be able to walk through them. Enemies should also interact with obstacles. Generate different obstacle layouts for different levels. Make sure coins never spawn inside obstacles. ## 9. Levels Create a level progression system. Start at: **LEVEL 1** When the player reaches the required score or collects enough coins, advance to the next level. For example: Level 1: * Goal: 10 coins Level 2: * Goal: 15 coins Level 3: * Goal: 20 coins Level 4: * Goal: 25 coins Level 5: * Goal: 30 coins After completing a level: * Pause the game. * Show a short “LEVEL COMPLETE!” animation. * Display the level score. * Display coins collected. * Display bonus points. * Then continue to the next level. Give the player a small level completion bonus. Example: **LEVEL COMPLETE!** **+500 BONUS** ## 10. Combo System Add a combo mechanic. If the player collects coins quickly without getting hit, increase the combo multiplier. Example: 1 coin = x1 2 coins quickly = x2 3 coins quickly = x3 4+ coins quickly = x4 Display: **COMBO x3** The combo should reset if: * The player gets hit. * Too much time passes without collecting a coin. The combo multiplier should affect the points gained from normal coins. Make the combo visually exciting with a small animation. ## 11. Power-Ups Add power-ups that randomly spawn. Create at least four power-ups. ### Speed Boost Temporarily increases player movement speed. Duration: 5 seconds. ### Shield Protects the player from one enemy collision. Duration: 10 seconds or until hit. ### Magnet Automatically attracts nearby coins toward the player. Duration: 8 seconds. ### Double Coins Doubles coin points temporarily. Duration: 10 seconds. Power-ups should have unique visual designs and glowing effects. Display the active power-up and remaining duration somewhere on the HUD. ## 12. Map Design Create a visually attractive map. Use a dark arcade/futuristic style or a colorful adventure style. The game area should have: * Background * Decorative elements * Grid or subtle texture * Trees/rocks/walls * Small particles * Shadows * Clear boundaries The map should feel like an actual game world. Do not clutter the screen. The player, coins, enemies, and obstacles must remain easy to see. ## 13. Camera Keep the game area centered. For smaller screens, make the game responsive. If the game map becomes larger than the viewport in later levels, implement a smooth camera that follows the player. Do not allow important gameplay objects to become impossible to see. ## 14. Main Menu Create a professional main menu. Title: **COIN COLLECTOR** Subtitle: **Collect. Survive. Beat Your High Score.** Buttons: **PLAY** **HOW TO PLAY** **SETTINGS** **HIGH SCORES** Use animated background elements such as floating coins. The main menu should immediately look like a polished arcade game. ## 15. How To Play Screen Create a simple instructions screen. Show: ### MOVEMENT WASD or Arrow Keys ### OBJECTIVE Collect as many coins as possible before time runs out. ### WATCH OUT Avoid enemies and obstacles. ### POWER-UPS Use special power-ups to survive longer and collect more coins. ### SCORING Gold Coin = +10 Gold, 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
رامي Rame I
Sign in to join the conversation.
Sign in to comment🌍CC0
Use, share, and remix the model freely with no restrictions and no attribution needed.