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: Zombie Outbreak: Pocket Survivor — a hyper-viral 1-thumb bullet-heaven zombie survival roguelite for mobile (portrait 1080x1920, 2D). The player moves with a floating dynamic virtual joystick (touch anywhere on the bottom 60% of the screen to spawn it) while their survivor auto-targets and auto-fires at the nearest of 1,000+ onscreen zombies. Enemies are waves and swarms of several zombie types plus bosses; on death they revive with an ad, and there are gold coin chests and an epic weapon gacha for monetization (Survivor.io / Vampire Survivors style). Collecting bio-gems (XP gems with a satisfying suction effect to the player) triggers slot-style 3-card upgrade choices with instant dopamine: Lightning Coil, Spinning Drones, Molotovs and more weapons/upgrades. Heavy juice and game feel: 0.05s hit-stop/micro-freeze on heavy hits and crits, elastic squash-and-stretch spring tweens on jumps, landings, weapon recoil and button taps, quadratic-decay trauma screen shake on explosions and combos, ascending pentatonic musical pitch scaling on item-collection chains and kill streaks, sprite flash pure white for 0.06s on damage, and multi-tier haptic vibration pulses (18ms crisp shot recoil, double 25ms tick on level-up card, 80ms rumble on boss siren, rhythmic 8ms micro-clicks on XP gem vacuum). Architecture: Main, SurvivorPlayer, ZombieSwarmPool (object pooling), BioGem pickups, HUD, and Upgrade cards as separate scenes with singleton managers (e.g., JuiceManager for hit-stop/shake). 100% complete production-quality GDScript 2.0 code, no placeholders, full math, collision layers, state machines, tweens and haptics, runnable immediately in Godot 4.7 on Android, targeting the Google Play store with a Compatibility renderer.. The player escaping at the last second. Drawn as finished full-colour game concept art in a clean, neutral style: clear shapes, readable silhouettes, soft even lighting, a balanced palette. Never a sketch, pencil drawing or line art. 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
Ali Store
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.