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Made with Nano Banana 2 Lite · CC0 · 8 Oct 2026
Generated from: a scene from a small video game about: FEAST — 5v5 online third-person shooter, FIGHT FOR THE TABLE. The win condition is NOT kills. The loop: eliminate enemies → secure an ingredient → carry it to your team kitchen → cook it → deliver the finished dish to THE TABLE in the center → team points. First team to the target score wins. Build and prioritize this playable core (no story, no cosmetics, no shop, no complex UI): 1. 5v5 team system (Red vs Blue, auto-balance, 10 concurrent players) 2. Networked player synchronization (server-authoritative SummerGame, RPCs, synced state) 3. Spawn and respawn (team spawn points, respawn after death) 4. Third-person camera + WASD movement + sprint 5. Aim and shoot (mouse aim, one weapon, weapons independent of character) 6. HP, damage, death 7. One weapon (blaster/pistol — independent of character choice) 8. Ingredient "Tomato": spawn in ingredient areas, pick up, carry (visible on carrier), if a carrier dies the tomato drops where they died 9. Each team has a KITCHEN at their base 10. Deliver tomato to friendly kitchen → cooked into Soup (one recipe: Tomato → Soup) 11. Deliver finished Soup to THE TABLE (center of map) → team points 12. Shared team score, visible to all 13. Match ends when a team reaches the target score Rules: food is NEVER ammunition and dishes can't be casually destroyed. Combat is for clearing paths and protecting carriers, not the objective. Map: small futuristic international food market. Two team kitchens on opposite sides, central THE TABLE, ingredient areas (tomato fields/spawn points) between them, market stalls, a warehouse, cover, open combat lanes and side routes. Readable, fast, tactical. Make it actually playable: if anything is missing, implement a simple working version and keep going. The goal is a prototype you can playtest: 10 players online, shooting while running ingredients to the kitchen, cooking soup, delivering to the table, racing to the target score., 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
Ryoto T.
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