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Made with Nano Banana 2 Lite · CC0 · 3 Oct 2026
Generated from: a scene from a small video game about: Goblin Keeper: a Dungeon Overlord strategy/management game where the player commands a horde of Goblins, Witches, Warlocks, Dragons and Ogres, researching, building, crafting and conquering to achieve world domination — with fellow Overlords as allies or rivals. New players start with a single starter Dungeon: a ruined hallway, an empty Vault and a few Goblins. An interactive tutorial teaches: raising rooms from the molten rock, feeding Goblins and attracting Orcs, extracting minerals from the earth, and crafting items to make the dungeon bigger, creatures stronger, and enemies afraid. Warlocks unlock dark secrets: infusing creatures with unholy power, attracting ancient monsters, and building temples to the Dark Gods. Eventually the player assembles an army big enough to take revenge on their Nemesis — the Overlord who destroyed their original dungeon — then expands, conquering other dungeons until all creatures tremble at their name. Three dungeon types: the starting Dungeon, expansion Dungeons, and the Heart of the Mountain (technically an expansion with unique visuals and extra benefits). All dungeons are a 24x24 grid displayed symmetrically. The starting dungeon has one entrance on the upper right (north) with a corridor connecting it to the central Vault. Expansion Dungeons have up to 4 entrances on any side, shown in the Mountain Interior View on the World Map. The Heart of the Mountain has 4 entrances, a unique visual appearance, and other benefits. Every dungeon begins with the Vault at the center, several corridor blocks per entrance, and Resource nodes. Players build any shape following these rules: - Corridor blocks can go anywhere and need no entrance connection, but cannot be built inside divisions. Incomplete divisions cannot be sold or deleted until fully constructed. - All entrances must connect to the Vault directly or indirectly (via Corridors, Resources, Nodes or Divisions). - Divisions need a direct or indirect connection to both an entrance AND the Vault to be active. - Players cannot exceed available blocks count (extendable via tech tree). - Specific split blocks require gold to buy. Corridors cost no gold but still count toward total blocks. - Selling: any split block sells for considerably less than build cost, leaving a corridor block. Corridors sell and add to available blocks, but not if doing so would violate the rules above. Vault blocks can never be sold and don't count toward blocks. Leveling: level 1 players can only occupy their initial dungeon. Researching the "Underworld Control" tech allows controlling additional dungeons. After finishing the tutorial and Vengeance missions, the first dungeon expansion becomes available. Further dungeons are acquired as the player levels up (Infernal Abyss Leveling Rewards). World map: inspect resource layouts of your mountain and neighboring mountains, send a goblin to claim a dungeon with desired resources, and optionally Abandon it later — abandoning destroys all divisions, upgrades, furniture and resources left there., 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
Chris Alack
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