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Made with Nano Banana 2 Lite · CC0 · 9 Oct 2026
Generated from: a scene from a small video game about: "Ghost Echo" — a polished, fully OFFLINE neon puzzle-platformer (HTML5 + vanilla JS + Canvas 2D, PWA later), in stages. CONCEPT: Short rooms (10-30s). Every attempt leaves a "ghost" that replays the exact previous run in the same room. Ghosts act as platforms, button-pressers and weights, so each room is solved by cooperating with your own past attempts — dying on purpose is part of the solution. CONTROLS: Screen split into two touch zones — LEFT half = move left, RIGHT half = move right; double-tap (within 250 ms) in the same direction = jump that way. Desktop: A/D or arrows, double-press same key = jump. No other buttons in play. TECH RULES: Single-page HTML5 + vanilla JS + Canvas 2D. No frameworks, no external assets, no network calls at runtime. Fully offline (PWA + service worker in a later stage). Fixed-timestep 60 Hz simulation for deterministic ghost replays. Responsive portrait-first, works in landscape/desktop. Clean modular code (input, physics, ghosts, levels, ui, audio, storage, ads, share), heavily commented. 60 FPS on low-end phones, under 1 MB total. localStorage in try/catch. ART: Dark neon — near-black background, glowing outlines, cheap bloom (shadowBlur/layered strokes). Each ghost a different bright color by attempt order. Minimal UI, big readable shapes. AUDIO: Procedural Web Audio only (no files). Adaptive music: calm base loop, each on-screen ghost adds a layer. SFX: jump, death, button, shard pickup, room complete. STAGE 1 - Core engine and cont, as an in-game screenshot in a hand-drawn ink and watercolour style. Palette: paper #f2e8cf, ink #283618, player tomato #bc4749, threat plum #6d597a, accent leaf #a7c957. 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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