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Made with Nano Banana 2 Lite · CC0 · 4 Oct 2026
Generated from: a scene from a small video game about: 制作一个弹球游戏,玩家初始拥有一个银色基础弹珠,弹珠具有基础血量为20点。弹射过程中的最高速度为10,最低速度为0,弹珠每次碰撞到障碍物都会朝对应的折射角度弹开并降低0.5的速度,若撞到地图边缘则不降低速度。玩家可以选择发射的方向和力量的大小。在区域范围内,首先制作一个森林主题的地图,地图中央会随机散落个别不同种类的障碍物包括:树,荆棘丛,蘑菇。树就是普通的障碍物,仅做障碍物作用,但要注意我们的游戏不具有高速轴,所以设计树木形状不能太大且要在视觉效果上符合物理规则,树背弹珠撞击5次后会在自身周围半径5格内的随机位置生成一个会提供减速debuff的半径为2.5格持续时间8秒的黏液树脂区域,使弹珠在5秒内持续降低0.5的速度。弹珠每次撞击荆棘丛后会扣除2点生命。蘑菇存在红色蘑菇,绿色蘑菇和蓝色蘑菇,每次撞击红色蘑菇后不会降低弹珠速度的同时会提高弹珠0.5的速度,撞击绿色蘑菇后会恢复弹珠1点血量,撞击蓝色蘑菇后会获得持续3秒的无敌时间(不受任何debuff和伤害影响)。除去障碍物外地图上也会随机生成分数球,分别为10,50,100和乘1.5倍的四种不同稀有度的积分球和扣除20分的扣分球。扣分球不做实体化处理,但是要方便玩家观察,同时不会影响环境的分辨,分数球不会出现在障碍物存在的位置,每一波会出现任意6个分数球,每当6个分数球被清空则会又在任意位置生成任意6个分数球。每一轮的游戏时间为30秒,每当弹珠血量变为0或时间归0后该轮结束并积累当局所获得的分数,若血量不为0则继承血量和分数。每一轮结束后提供一个积分变动的页面供玩家查看(比如多少个10分球多少个50分球以及总积分)。玩家确认后将会进入一个商店页面,在商店内玩家可以花费积分来获取增益(比如提高弹珠最大速度,弹珠最大生命值,提高整局游戏时间,美新一轮提供一定数值的临时护盾等), 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.
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user_211db736
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