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Made with Nano Banana 2 Lite ยท CC0 ยท 4 Oct 2026
Generated from: a scene from a small video game about: 2D fighting/battle game. Two playable characters for now: Yuji Itadori and Satoru Gojo. Both characters have a basic punch available at all times. Health bar system: when you bring the opponent down to 50% of max health, they (or you, for the one who drops them) gain an AWAKENING state, which unlocks 4 extra awakening moves that are much more powerful than base moves. Awakening moves are not implemented yet (placeholder for now). YOU (player) controls the character with these controls: - 1 = Base move 1 - 2 = Base move 2 - 3 = Base move 3 - 4 = Base move 4 - 5 = Special move - Basic punch = a default light attack button (e.g. J or A) available to all characters - Movement = arrow keys / A-D, jump = W/Up - For Slicing Exorcism: holding the 2 button changes its behavior (see below) YUJI ITADORI MOVESSET (fully implemented): 1. Divergent Fist (button 1): Yuji lunges forward and throws a physical strike that deals initial physical damage. A fraction of a second later, a second wave of delayed cursed-energy burst hits, which breaks through the opponent's block and staggers them. 2. Slicing Exorcism (button 2): Yuji compresses blood between his hands and fires a high-velocity projectile straight ahead. If the player HOLDS the 2 button down at the moment of use, it becomes a sudden burst of blood mist at Yuji's position that blinds/disrupts the enemy (reduces their hit rate or interrupts their combo briefly) instead of shooting the projectile. 3. Soul Strike (button 3): Yuji strik, 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
Ben
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