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Made with Nano Banana 2 Lite · CC0 · 9 Oct 2026
Generated from: a scene from a small video game about: Build a polished, original 3D mobile arena shooter for web/browser play (no engine available beyond what Summer builds). Requirements: VISUALS: Stylized colorful slightly-futuristic 3D art direction. Original character designs with strong silhouettes, expressive animations, detailed arenas, atmospheric lighting, real-time shadows where performance allows, particle and impact effects for abilities and collectibles, polished menu/victory/defeat transitions. No gray placeholder environments in the final result. CAMERA: Elevated top-down 3D arena camera that smooth-follows the player, respects arena bounds, stays readable on small screens. MOVEMENT: Responsive dual-stick (right thumb) virtual joystick for 3D movement with acceleration/deceleration and wall collision; a left-thumb fire/attack joystick or auto-aim reticle for shooting abilities. All mobile touch controls plus desktop keyboard/mouse fallback (WASD + mouse aim). GAMEPLAY: Short 3-minute matches, 3v3 arena battles. 6 original characters called "Blitzers" — each with a unique name, role (tank/assassin/support/sniper/trapper/caster), base attack, one super ability with cooldown, and a special (e.g., dash, shield, slow field). Smooth third-person character animations (idle/walk/attack/hit/death/victory). ARENAS: Two distinct arena maps with destructible cover, power-up spawns, and a center objective. PROGRESSION: XP and levels, a shop (coins earned in matches), unlockable cosmetics (skins, emotes, ability trails), and a simple tutorial that teaches movement, shooting, power-ups, and supers. UI/MORE: All text in English. Main menu, character select, loadout, match HUD (health bar, super charge meter, ammo, minimap, timer, kill feed), match end screen, persistent save (localStorage). Clean stylized UI matching the art direction — not flat placeholder. PRIORITY: Playable and visually impressive over feature completeness. Ship with at minimum: working movement, shooting, one arena, 3 characters, one power-up type, XP/coin persistence, character select, HUD, match end screen, and a clean main menu. Then add remaining characters, second arena, supers, and cosmetics., 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_e9c59c63
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