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Made with Nano Banana 2 Lite · CC0 · 3 Oct 2026
Generated from: a scene from a small video game about: "Arise: Shadow Monarch" — solo-leveling-inspired action RPG with open world + instanced dungeons. The player is a Hunter who rises from weak to Shadow Monarch. CORE: - 5 starting classes (Assassin, Mage, Tank, Ranger, Healer), each with 3 skill trees. - Levels 1-100, XP via quests/dungeons/kills; 5 stat points per level up (Strength/Agility/Vitality/Intelligence/Perception). - Hunter ranks E→D→C→B→A→S→National→Monarch via Rank Up Quests at power thresholds. - Instanced dungeons: random portails in the map, C/B/A/S rank, 30-min timer, final boss. - Shadow system unlocked at level 25 ("Shadow Extraction"): defeated bosses/monsters may be extracted into allied shadows (Knight Commander / Iron / Tusk types, unique skills), max 50 active. - Combat: lock-on, dash with i-frames, light/heavy combos + Q/E/R/F skills, hitstop and camera shake on hit. WORLD: - Main hub "Neo Seoul": central portal, Hunters Guild, shop, forge, PvP arena. - Farming zones: Goblin Forest (C), Demon Temple (B), Crimson Castle (A), Jeju Island (S). - Secret zone Double Dungeon with a Statue of God boss, rewarding the "System". - Inter-zone teleports, day/night cycle + rain weather, dark fantasy mood. UI: dark purple #2D1B69, electric blue #00D9FF, black #0A0A0A, gold #FFD700 legendaries. HUD with HP/MP top-left (anime manhwa style), level + rank top-center, translucent blue Status Window, "LEVEL UP!" popups with anime sound. PROGRESSION: 20 main quest chapters toward the Monarch War archive, daily kill quests (gold + crystals), world bosses every 2 h, crafting forge for weapon/armor upgrades, ethical monetization (Double XP gamepass, +10 shadow slots, VIP server, cosmetic legendary skins only — no pay-to-win damage). TECH/PERF targets to adapt to Summer: per-player server (up to 20 players), server-side combat (Raycast hitboxes, damage = ATK × multiplier − DEF, anti-exploit remotes), procedural dungeon generator + per-rank loot tables (0.5% legendary in S-rank), server-authoritative save system (level/stats/inventory/shadows/quests), low-poly stylized animated R15-like models, VFX (blue mage particles, purple slash trails, black Monarch aura), SFX + epic orchestral boss music, streaming/LOD/projectile pooling for 60 fps, big touch buttons + mobile joystick. IP/COPYRIGHT: no Solo Leveling names or characters — all generic equivalents. NOTE: this is being adapted into Summer (GDScript), not Roblox/Lua — keep all the systems and progression, but implement them in Summer's multiplayer SDK, DataStore equivalent save system, and export to PC/mobile., as an in-game screenshot in flat colour 2D shapes with a bright limited palette. Palette: sky blue #8ecae6, grass #3a7d44, player sunflower #ffb703, threat red #d62828, accent white #fdfcdc. 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
Aziakonou Deodar
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