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Made with Nano Banana 2 Lite · CC0 · 9 Oct 2026
Generated from: a scene from a small video game about: ASHEN DUEL — Premium 3D Action Boss-Duel Game, Master Spec v2. Platform: Android mobile first (touch), mid-range devices, 60 FPS target; also playable with gamepad and keyboard/mouse. Build exactly what is specified, do not simplify, replace or skip systems; if something cannot be built, say so explicitly instead of faking it. Priority order: (1) combat feel and responsiveness, (2) monster AI and readability, (3) visual/audio quality, (4) progression systems, (5) menus. Expose all numbers in ONE data-driven config file (moves, damage, frame data, scaling). Fixed 60 Hz timestep, all timings in frames (1 frame = 16.67 ms), interpolated rendering. Design pillars: fair readable skill-based combat (every monster attack telegraphed and answerable); asymmetric hero and monster (different movement, rules, skill trees); a living opponent that returns stronger and smarter, adapting to player habits; every hit feels heavy (hit-stop, camera, sound, particles); cinematic presentation with high-quality assets. CAMERA: third-person orbit, distance 5.5 m, height offset 1.6 m, FOV 60 (65 sprinting); lock-on mode frames hero + monster with soft-follow and auto head/body target switch, free-look when unlocked; collision-safe spring arm, 0.12 s smoothing; shake by damage (0.1/0.2/0.35 s), -3 FOV punch-in on heavy hits, 0.6 s slow-motion at 0.25x on killing blow. ARENA: circular semi-open plateau 80 m diameter, ruined temple; 8 destructible broken pillars (3 monster slams), 6 boulders, 2 climbable 1.5 m platforms, shallow water patches (splash VFX, slower footstep audio); natural cliff/wall boundary, no invisible walls, no falling; dynamic skybox with clouds, sun/moon, god rays; time of day per monster level (dawn, noon, sunset, night, blood-red eclipse, then loops with more intensity); grass bends from movement and shockwaves, impact dust/debris, persistent cracks and craters; stylized-realistic dark fantasy, PBR, strong silhouettes, high-contrast rim lighting. HERO "THE WARDEN" (fast, precise, evasive): HP 100, Stamina 100 (regen 25/s after 36f no spending), Focus 100 (+6 per hit landed, +20 per perfect parry). Movement: walk 3 m/s, run 6, sprint 8.5 (stamina 10/s), jump 1.4 m, instant turn 720 deg/s, 8f input buffer, 6f coyote time. Move table (startup/active/recovery, frames): Light 1 8/3/12 dmg 8 sta 8 poise 10; Light 2 7/3/12 dmg 9 sta 8 poise 10; Light 3 9/4/14 dmg 11 sta 10 poise 14; Light 4 finisher 14/5/22 dmg 18 sta 14 poise 30 knockback 2 m; combo chain window = last 10f of recovery; each light cancelable into dodge from frame 6. Heavy (hold to charge, max 45f): 20+charge/5/30 dmg 30-50 sta 25 poise 60-90 super armor 8-24f (immunity to light hits). Aerial attack 10/4/16 dmg 14 sta 12, plunging. Dodge roll: 3f startup, i-frames 4-18 (15f), 14f recovery, 4 m distance, sta 15; 8-directional or backstep when locked-on idle. Block: 70% reduction, stamina cost 0.8x blocked damage,. The player explores and finds a hidden secret. 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
nabil srairi
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