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Made with Nano Banana 2 Lite · CC0 · 5 Oct 2026
Generated from: a scene from a small video game about: Block Rush — an original, polished, addictive mobile block puzzle game (Block Blast-inspired mechanics but 100% original graphics, UI, branding and sounds; no copied assets). CORE GAMEPLAY: - Clean 8x8 grid. - 3 random block pieces at the bottom; drag a block onto the grid. - Blocks snap to grid positions, never overlap existing blocks. - Clear complete horizontal rows and/or vertical columns (multiple at once allowed). - After all 3 pieces placed, generate 3 new pieces. - Endless high-score game; game over when no legal move remains. CONTROLS: - Touch and drag, smooth and responsive (no delay on low-end phones). - Block lifts slightly while dragging. - Transparent ghost preview of the landing spot; valid placement highlighted; invalid placement prevented. SCORING: - Points for placements with animated +points popup. - Bigger bonuses for clearing more lines; combo bonus for consecutive clears; special bonus when rows and columns clear at once. - Score at top, saved best below it with a personal-best indicator and "NEW BEST" celebration. GRAPHICS (modern 2D, lightweight for low-end Android, target 60fps): - Clean colorful blocks with rounded corners, subtle shadows and soft lighting. - Small particle bursts and smooth animations when lines clear (short and responsive). - Very subtle optional screen shake (toggleable). UI: MAIN MENU: Play, High Score, Statistics, Settings, How to Play (with a short tutorial overlay). GAME SCREEN: score top, best under it, big centered 8x8, 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
MEG MEGLADONKILLERCAT
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