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Made with Nano Banana 2 Lite · CC0 · 7 Oct 2026
Generated from: a scene from a small video game about: Create a 2D top-down twin-stick roguelite looter in the style of Soul Knight / The Binding of Isaac, with Skyrim-flavored loot progression and dark fantasy atmosphere. === CORE GAMEPLAY === - View: top-down, orthographic camera, smooth lerp follow on the player. - Controls: WASD to move, mouse to aim, LMB to attack, RMB/Shift to dash (with i-frames), E to interact/pick up, Tab for inventory, Esc to pause. - Combat: twin-stick, weapon recoil, enemy knockback, 60ms hit-stop on hit, damage flash, screen shake. - Death ends the run, but part of the gold carries over into meta-progression (permanent upgrades). === RUN STRUCTURE === - Dungeon generated as a graph of rooms (not tiles), 10-14 rooms per biome. - Room types: start, combat, elite, treasure, shop, shrine, boss. - Doors lock on entry until all enemies are dead. Minimap in the corner. - 3 biomes per run + a final boss. === LOOT (the core feature, the "Skyrim feel") === - Every item = base (sword, axe, staff, bow, armor, amulet) + rarity + random affixes. - Rarities: Common (0 affixes), Magic (1), Rare (2), Legendary (3 + unique effect). - Example affixes: "Burning" (+fire dmg), "Swift" (+speed), "Bloodthirsty" (5% lifesteal), "Cursed" (+40% dmg, -20% max HP), "Precise" (+crit), "Frozen" (slow on hit). - Name generation: "[Affix] [Base]" -> "Burning Iron Sword of Strife". - Items drop on the floor, picked up with E, stored in a 6x4 grid inventory. - Equipment slots: weapon, armor, 2 accessories. Stats stack and show in the HUD. === ENEMIES === - 6-8 base types: melee charger, ranged kiter, tank (slow, high HP), exploder (rushes in and detonates), flyer (ignores obstacles), summoner. - Elite variants: +50% HP, +30% dmg, aura (poison/fire/shield), guaranteed rare drop. - Biome boss: 2-3 phases, attacks telegraphed 0.5s ahead (flash/sound cue). - AI: simple steering + NavigationAgent2D, states Idle/Chase/Attack/Flee/Stagger. === PROGRESSION === - In-run: player levels from enemy XP, +1 perk per level from three random choices. - Meta: gold spent on permanent upgrades (HP, speed, luck, starting weapon). - Shrines: choose one of two curses/blessings with a trade-off. === ART & AUDIO === - Pixel art 16x16 or 32x32, 32-color palette, Dark Fantasy style. - 2D lighting: torches, fog of war outside the current room. - Particles: blood, sparks, smoke, magic projectiles. - SFX: hit, explosion, loot pickup (separate sound per rarity!), death jingle. === UI === - HUD: segmented HP bar, mana/stamina, weapon icon + ammo, minimap, gold counter. - Inventory: grid, tooltip with description, comparison vs equipped (green/red arrows). - Death screen: run stats (kills, rooms cleared, best drop). === TECHNICAL REQUIREMENTS === - Engine: Summer Engine, GDScript-like syntax. - Architecture: EventBus (singleton) for signals, Resource classes for Item/Affix/EnemyData, Autoloads: GameState, LootDB, AudioManager. - Seed-based generation — same seed produces the same dungeon. - All saves via JSON in user://save.json. === IMPLEMENTATION ORDER (do it step by step, not all at once) === 1. Player:, 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
Seno So2
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