Asset Store
Discover high-quality assets for your next game project, or create your own with AI.
Create AssetDiscover high-quality assets for your next game project, or create your own with AI.
Create Asset
Made with Nano Banana 2 Lite · CC0 · 3 Oct 2026
Generated from: a scene from a small video game about: Create a complete multiplayer 3D climbing game inspired by the chaotic physics and funny character movement of Gang Beasts and the cooperative climbing mechanics of PEAK. Do NOT copy their characters, maps, assets, names, sounds, or visual identity. Make the game original. GAME CONCEPT: The player controls a small funny physics-based humanoid character with floppy, slightly clumsy movement. The main objective is to climb enormous mountains while managing stamina, food and health. The game should feel funny, difficult, chaotic and cooperative. MULTIPLAYER: * Create private multiplayer servers/lobbies. * Maximum 8 players per server. * Players can invite/join their friends. * Show all players in the same world simultaneously. * Players should be able to physically interact with each other. * Players can grab each other's hands/body. * A player should be able to help another player climb or pull them up. * Players can also accidentally push or throw each other, similar to cooperative physics games. * Add a lobby before starting a mountain. * The host chooses the mountain/level. * Make the multiplayer physics synchronized and responsive. PLAYER MOVEMENT: Create physics-based movement that feels funny and slightly unstable but remains controllable. Controls by default: * WASD = movement * Mouse = camera * Shift = sprint * Ctrl = crouch * Left Mouse Button = grab/grab onto objects * Right Mouse Button = grab/interact with another player's hand or body * Space = jump * Esc = pause/menu IMPORTANT: The controls must NOT be hardcoded permanently. Create a Controls section in Settings where the player can rebind every important action to another keyboard key or mouse button. Also include: * Mouse sensitivity slider. * Camera sensitivity. * Invert Y option. * Toggle/hold options for sprint and crouch. * Adjustable graphics settings. GRABBING SYSTEM: The grabbing mechanic is extremely important. When the player holds the grab button: * The character can grab ledges. * Grab rocks. * Grab branches. * Grab ropes. * Grab ladders. * Grab certain environmental objects. * Grab another player's hand, arm or body. * Hold onto objects while climbing. * If the player loses stamina, their grip should eventually fail. * Make grabbing feel physical and weight-based. Players should be able to cooperate: * One player grabs another player's hand. * The stronger/positioned player can pull the other player upward. * Players can create chains where multiple players hold each other. * Players can push or pull each other. * Make this physics-based and funny. PLAYER STATS: Create three visible bars on the HUD: 1. HEALTH * Health decreases when falling. * The higher the fall, the more health is lost. * Small falls should cause little or no damage. * Large falls should cause significant damage. * Extremely large falls can knock the player out or kill them. * Avoid instant death from small mistakes. 2. STAMINA * Sprinting consumes stamina. * Jumping/climbing/grabbing for long periods consumes stamina. * When stamina reaches zero, the character becomes exhausted. * Stamina slowly regenerates when the player rests. * Make stamina important for difficult climbing sections. 3. FOOD / ENERGY * Food is a separate bar from stamina. * Food slowly decreases while playing. * Eating food restores the food bar. * Food can be found inside chests. * Fruits can grow on trees around the mountain. * Players can pick fruits and eat them. * Different foods can restore different amounts of food. * Food should be useful during long climbs. CHESTS AND RESOURCES: Place collectible chests throughout the mountain. Chests can contain: * Food * Fruit * Small temporary stamina boosts * Cosmetic items * Other useful survival items Some chests should be hidden in difficult areas so players are encouraged to explore. MOUNTAIN DESIGN: The mountain should feel HUGE. A single mountain level should take approximately 15 minutes to complete if the players perform everything efficiently and do not make major mistakes. The mountain should contain: * Low areas * Forests * Rocky cliffs * Steep walls * Narrow ledges * Caves * Rivers/water * Bridges * Trees * Large open areas * Very high cliffs * Dangerous climbing sections * Rest areas * Hidden paths * Shortcuts * Difficult vertical sections Create multiple routes where possible so players can choose between: * Safer but longer routes. * Dangerous but faster routes. DIFFICULT CLIMBING SECTIONS: Some areas should require specific mechanics. Examples: * A narrow tunnel where the player must crouch. * A long open cliff where sprinting is necessary. * A gap that requires jumping. * A vertical wall requiring grabbing. * A section where two players need to cooperate. * A cliff where one player grabs a ledge while another grabs their hand. * A section with moving platforms. * A slippery section where players can lose balance. * A section where players must carefully manage stamina. * Areas where falling sends players down to a lower section rather than immediately killing them. Make failure funny but meaningful. CHECKPOINTS: Add checkpoints throughout each mountain. When a player reaches a checkpoint: * Their progress is saved. * If they fall and die, they respawn at the latest checkpoint. * Make checkpoints visually obvious. * Multiplayer players should be able to recover without restarting the entire mountain. 10 MOUNTAINS / LEVELS: Create approximately 10 different mountains. They should progressively become much more difficult. Example progression: Mountain 1: Easy tutorial mountain. Introduces movement, jumping, sprinting and grabbing. Mountain 2: Forested mountain with basic cliffs. Mountain 3: Higher mountain with caves and narrow paths. Mountain 4: Rocky mountain with difficult vertical climbing. Mountain 5: Mountain with rivers, slippery rocks and dangerous falls. Mountain 6: Very steep mountain requiring advanced stamina management. Mountain 7: Mountain with complex cooperative sections. Mountain 8: Extremely tall mountain with multiple dangerous routes. Mountain 9: Very difficult mountain combining all mechanics. Mountain 10: Final enormous mountain with extremely challenging climbing sections and advanced cooperative mechanics. Each mountain should have its own visual identity, layout and challenges. TUTORIAL: When the game is launched for the first time, show a tutorial. Teach: * WASD movement * Camera movement * Jump * Sprint * Crouch * Grab * Climbing * Stamina * Food * Health * Falling damage * Helping teammates * Checkpoints The tutorial should be interactive and take place in a small training area. Add a clearly visible "SKIP TUTORIAL" option. MAIN MENU: Create a polished main menu with: * Play * Create Server * Join Server * Mountains * Settings * Controls * Tutorial * Credits CREATE SERVER: The host can: * Choose a mountain. * Set maximum players from 1–8. * Create a private lobby. * Invite friends. * Start the game when ready. JOIN SERVER: Allow players to: * Enter a server code. * Join a friend's server. * See the lobby and players before starting. HUD: Keep the HUD clean. Show: * Health bar * Stamina bar * Food bar * Current mountain * Checkpoint/progress indicator * Small interaction prompts when needed Do not overload the screen with unnecessary UI. GRAPHICS SETTINGS: Create three simple graphics presets: ULTRA: * Highest environment quality * High-quality shadows * High-quality textures * Maximum view distance * More environmental details * Advanced effects GOOD: * Balanced graphics * Medium/high textures * Medium shadows * Good view distance * Balanced performance POTATO: * Low textures * Low shadows * Low environmental details * Shorter view distance * Minimal effects * Prioritize FPS Also include: * Resolution settings * Fullscreen/windowed * VSync * FPS limit * Shadow quality * Texture quality * View distance * Effects quality PHYSICS: The character should have physics-based mo, 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
dante
Sign in to join the conversation.
Sign in to comment🌍CC0
Use, share, and remix the model freely with no restrictions and no attribution needed.