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 ยท CC0 ยท 4 Oct 2026
Generated from: a scene from a small video game about: Modern Age of War: 2D grand strategy game inspired by Age of History where the player controls a country and manages provinces on a visual 2D top-down map. MAP: Real visual 2D map (top-down) with irregular provinces and visible borders. Absolutely NO hex, graph or node systems. Minimum 20 countries including the US, China, Russia, India, Brazil, Germany, France, UK, Japan, South Korea, Turkey, Israel, Iran, Pakistan, Egypt, Saudi Arabia, Indonesia, Mexico, Australia, South Africa, and others. Each province has an owner, population, happiness (0-100), patriotism (0-100) and terrain type (Plain, Desert, Urban, Forest). ECONOMY & CONSTRUCTIONS (start with this): Main resources are Money, Industry, and Natural Resources. Provinces can build: Factory (Money + Industry), Research Center (research points), Military Base (recruitment), Infrastructure (movement + economy), and Defenses (defense bonus). The player must be able to build and upgrade these. TECH: Research points come from Research Centers; each country has its own tech tree that unlocks or improves that country's real units and weapons. POPULATION: High happiness and patriotism boost province defense; in Urban terrain, patriotic citizens create barricades and give the defenders a morale bonus. Long wars, defeats and heavy tax burden lower happiness and patriotism. TACTICAL BATTLE (the main differentiator - top-down in the Bullet Echo style, start after the map and economy): When the player invades an enemy province, ask "Join the battle? (Yes/No)". No: automatic resolution. Yes: switch to a top-down tactical combat scene. The scenario matches the terrain (Desert, Urban, Plain, Forest). The game randomly picks one (or lets the player pick) class from the player's army, the unit carries the typical weapon for that country/class, and a compatible mission is drawn. Mission success or failure modifies the strategic battle result (force/moral bonus or penalty). TACTICAL CLASSES (Bullet Echo style, each with different range, fire rate, mobility, role; damage, range, accuracy and armor penetration vary by the country's real weapon; countries with better equipment have a real advantage): Rifleman/Assault, Sniper, Anti-Tank, Machine Gunner/Support, Scout/Reconnaissance, Heavy Assault (short-range shotgun), and Special Forces/Elite. Example weapons: USA M4, Barrett, Javelin, Abrams; Russia AK-12, SVD, Kornet, T-90; Israel Tavor, Merkava; etc. ELITE DIVISION per country: USA Delta Force, Brazil BOPE/Comandos, Russia Spetsnaz, China Snow Leopard, Israel Sayeret Matkal, Germany KSK, UK SAS, France COS, etc. MISSION TYPES: Stealth/Infiltration, Air Superiority, Strategic Bombardment, Armored Invasion, Hold a Position, Destroy an Objective, Rescue, Sabotage, Kill a High-Value Target, Anti-Tank (destroy armor), and others. BUILDS in this order: start with the real 2D visual map with clickable provinces and at least 20 countries, plus the basic economy and construction system. Then the full invasion flow (question -> tactical battle -> completion of the mission -> impact on the strategic map), the class and per-country weapons system, the population system, and finally the basic technology tree. FINAL RULE: Do not turn the map into an abstract system of sectors, nodes, or hexes. Do not reduce the number of countries to 12. Do not leave the system incomplete. The main flow must work: choose a country -> manage a bit -> invade -> enter the tactical battle -> complete the mission -> see the effect on the strategic map., 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
Caio Nunes
Sign in to join the conversation.
Sign in to comment๐CC0
Use, share, and remix the model freely with no restrictions and no attribution needed.