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Made with Nano Banana 2 Lite · CC0 · 6 Oct 2026
Generated from: a scene from a small video game about: ## PROJECT OVERVIEW I am developing a **2D fighting game** with an AI-assisted game development platform. The game is inspired by **Tekken-style fighting mechanics**, especially frame advantage, juggles, movement, attacks, hit stun, and precise combat states. I want the AI/development platform to make changes efficiently and avoid wasting credits. When I request an update, implement the requested changes completely rather than only partially fixing the visible symptom. --- # CRITICAL ONLINE MULTIPLAYER RULE **EVERY GAMEPLAY UPDATE MUST WORK ONLINE.** The game has a **Host and Guest** multiplayer system. Whenever a mechanic, animation, movement system, attack, hit reaction, state, timing value, or combat mechanic is changed: * Implement the change for both local and online gameplay. * Host and Guest must use the same gameplay rules. * Host → Guest synchronization must work. * Guest → Host synchronization must work. * Gameplay state, movement, attacks, hit reactions, animations, and important timing/frame information must be synchronized. * Do not consider a task complete just because it works for the host. * Always test the behavior from both sides of the connection. * Avoid creating separate behavior where something looks correct locally but incorrectly appears to the other player. **A feature is NOT finished until it works correctly for both Host and Guest.** --- # CURRENT GAMEPLAY / COMBAT GOALS The combat system should move toward a **Tekken-style frame-advantage fighting system**. Important principles: * Attacks should have meaningful startup, active, hit-stun, block-stun, and recovery timing. * Frame advantage should matter. * Players should not be able to infinitely spam attacks because hit stun is too long. * Recovery times should be configurable. * Combos should be possible without creating infinite/unavoidable loops. * Airborne opponents should be launchable and juggleable. * Movement and attacks must transition correctly between gameplay states. --- # INPUT BUFFER / SKILLS There is currently an issue where **skills cannot be used properly**. Requirements: * Fix the input buffer. * Skills must be usable again. * Do not break normal attacks or movement while fixing the buffer. * Make sure buffered inputs work correctly during appropriate animation/state transitions. * Test skills on both Host and Guest. * The same input/state logic must be synchronized online. --- # MOVEMENT / DASHING ## Dash The Host can currently dash reasonably well, but the Guest has problems with dashing. Fix: * Guest must be able to dash correctly. * Dash animation must display correctly for both players. * Dash movement must synchronize correctly. * Host should correctly see Guest dashing. * Guest should correctly see Host dashing. * Do not create different movement behavior between Host and Guest. ## Back Dash The **back dash trail** should appear **in front of the character**, not behind them. Make sure the effect is also displayed correctly online. ## Wind God Step The **Wind God Step** currently cannot be performed correctly. Fix the underlying problem rather than simply adding another workaround. Check: * Input detection * Input buffering * Movement state transitions * Required timing * Animation/state transitions * Conflicts with other movement mechanics Wind God Step must work for both Host and Guest. --- # ATTACK ANIMATIONS ## Jab and Cross The jab and cross should use **different arms**. * Jab → one arm * Cross → opposite arm Make sure the correct animation is visible locally and online. ## Kicks Different kick attacks should use **different legs** where appropriate. The animation must remain synchronized online. ## Idle Arms The character's arms are currently positioned too high during idle. Lower the arms to create a more natural idle stance. The new idle animation/state must also display correctly online. --- # CROUCH KICK ONLINE BUG There is an online animation synchronization problem with the crouch kick. Currently, the Guest may see the Host perform something like: **crouch → stand → kick → crouch** instead of seeing a proper crouch kick. Fix this so the Guest sees the actual crouch-kick animation/state. The correct crouch-kick state must be replicated instead of reconstructing it incorrectly from separate crouch/stand/kick states. Test: * Host performs crouch kick → Guest sees correct crouch kick. * Guest performs crouch kick → Host sees correct crouch kick. --- # HIT STUN / COMBO BALANCE The current hit stun can allow the player to get stuck in excessive or infinite punch spam. Fix the hit-stun system so: * Players cannot be permanently trapped by basic punches. * Hit stun has appropriate duration. * Frame advantage remains meaningful. * Combos are still possible. * Recovery and hit stun interact correctly. * The system does not accidentally create infinite combos. The goal is **Tekken-style controlled combo potential**, not infinite stun locking. --- # AIRBORNE HITS / JUGGLES When an opponent is airborne and gets hit, they should receive a **small controlled lift**, similar to Tekken-style juggle behavior. Requirements: * Airborne hits should produce a small upward/forward lift. * The opponent should enter an appropriate juggle/airborne state. * Follow-up attacks should be possible. * Gravity should continue affecting the opponent. * Hit stun, recovery, and frame advantage must work with the airborne state. * Prevent infinite or uncontrollable juggles. * The effect must work online in both directions. The goal is to make **real juggle combos possible**. --- # ADMIN GAME EDITOR The Admin Game Editor needs more control over attacks. ## Per-Attack Recovery Time I need to be able to individually modify the **recovery time of every attack for every character**. Requirements: * Select a character. * Select an individual attack. * Change that attack's recovery time independently. * Different attacks must be able to have different recovery values. * Changes must be saved/persisted. * The configured value must actually affect gameplay. * Do not create one global recovery value that affects every attack. * Changes must also affect online gameplay consistently. The editor should make it easy to balance frame advantage and recovery. --- # TRAINING MODE Training Mode should have **no round timer**. Requirements: * Disable the round timer while in Training Mode. * The timer should remain normal in regular matches. * Training Mode should not accidentally affect online match timers. * Training behavior should be isolated to Training Mode. --- # DEVELOPMENT PRIORITIES When implementing changes: 1. Fix the underlying system rather than adding temporary visual workarounds. 2. Avoid breaking existing mechanics. 3. Preserve working functionality. 4. Keep Host and Guest behavior synchronized. 5. Test both directions of online multiplayer. 6. Make combat timing deterministic and consistent. 7. Keep the combat system modular so individual attacks can be balanced later. 8. Avoid unnecessary changes to unrelated systems. 9. Do not waste development credits by repeatedly fixing the same issue caused by an incomplete implementation. 10. If a change affects gameplay locally, immediately make sure the corresponding online synchronization/state replication is also updated. --- # TESTING CHECKLIST Before considering an update complete, verify: ### Local * Movement works. * Dash works. * Back dash works. * Wind God Step works. * Skills work. * Jab/cross use different arms. * Kicks use appropriate different legs. * Idle arms are positioned correctly. * Crouch kick works. * Hit stun is balanced. * Airborne hits create controlled lift. * Juggles work. * Attack recovery values work. * Training Mode has no timer. ### Online — Host → Guest Test every relevant mechanic when the **Host performs it** and verify the Guest sees the correct: * Movement * Dash * Back dash * Wind God Step * Attack * Ani, 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.
Creator
Eren Yegar
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