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Made with Nano Banana 2 Lite · CC0 · 5 Oct 2026
Generated from: a scene from a small video game about: Create a completely original HTML5 candy-themed cascade slot game inspired only by the general genre of modern candy slots. IMPORTANT: * Do NOT copy Sweet Bonanza or any other existing game's copyrighted artwork, UI, sounds, names, logos, symbols, animations, layouts, or exact mathematical model. * Create a completely original visual identity, game name, symbols, effects, sounds, and interface. GAME: * Title: Candy Kingdom Rush * Portrait and landscape responsive layouts * Mobile-first design * 6 columns × 5 rows * Colorful premium candy/fantasy visual style * Smooth 60 FPS animations CORE GAMEPLAY: * Start with a 6×5 grid of candy symbols. * Use a cluster/cascade mechanic. * Winning groups consist of 8 or more matching symbols anywhere on the grid. * After a winning group is detected: 1. Highlight the winning symbols. 2. Play a short win animation. 3. Remove them. 4. Apply gravity to remaining symbols. 5. Spawn new symbols from above. 6. Evaluate the new grid again. 7. Continue cascading until there are no more wins. * Show the total win for the entire spin. SYMBOLS: Create an original set of: * 6 regular candy symbols * 4 premium candy symbols * 1 Wild * 1 Scatter * 1 Bonus symbol All artwork must be original and visually distinct from Sweet Bonanza. SPECIAL FEATURES: * Wild can substitute for regular symbols. * Scatter symbols trigger a free-spin feature. * During free spins, introduce original multipliers. * Multipliers should be visibly displayed and animated. * Create an original bonus mechanic rather than copying an existing game's feature. GAME FEEL: * Fast but readable cascades * Juicy particle effects * Candy explosions * Screen shake used sparingly * Floating win numbers * Combo counter * Big-win animation * Free-spin transition * Win celebration that increases with win size UI: * SPIN button * Auto Spin * Turbo mode * Balance display * Bet selector * Current win * Total win * Free-spin counter * Sound/music controls * Paytable/help button * Settings MATH: Create a configurable mathematical engine separated from the presentation layer. Use configuration variables for: * symbol weights * symbol payouts * wild probability * scatter probability * bonus probability * cascade probability * free-spin trigger probability * multiplier distribution * maximum win * volatility Include a simulation tool capable of running at least 100,000 virtual spins and reporting: * theoretical RTP * simulated RTP * hit frequency * average win * maximum win * free-spin frequency * average cascades per spin * symbol frequency Do not claim a mathematical value is accurate unless it is actually calculated by the simulation. TECHNICAL ARCHITECTURE: Separate the project into: /src /game Game.ts Grid.ts CascadeEngine.ts WinEvaluator.ts SymbolSystem.ts BonusEngine.ts FreeSpinEngine.ts /math MathConfig.ts RNG.ts Simulator.ts Statistics.ts /ui HUD.ts SpinButton.ts BetControls.ts Paytable.ts /effects Particles.ts Animations.ts WinEffects.ts /audio AudioManager.ts /assets /symbols /background /ui /effects /tests Grid.test.ts WinEvaluator.test.ts CascadeEngine.test.ts Math.test.ts Use Phaser 3 or another suitable HTML5 game framework. Create: 1. Fully playable game. 2. Main menu. 3. Game screen. 4. Paytable. 5. Settings. 6. Free-spin mode. 7. Win animations. 8. Responsive mobile UI. 9. Automated tests. 10. Math simulation/debug screen. Make every important game parameter configurable instead of hardcoding it. Before considering the project complete: * Run the game. * Test normal spins. * Test cascades. * Test multiple consecutive cascades. * Test Wild behavior. * Test Scatter behavior. * Test free spins. * Test extreme win cases. * Test mobile dimensions. * Run the mathematical simulation. * Fix all runtime errors. * Make sure the final project can be exported as a standalone HTML5 game. The final result should feel like a polished commercial candy-cascade slot while being completely original and legally distinct from existing games., 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
Mehmet Hilmi ÖZKAN
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