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Made with Nano Banana 2 Lite ยท CC0 ยท 3 Oct 2026
Generated from: a scene from a small video game about: Playable 3D third-person game called "Neon Mecha Arena": the player builds and customizes their own futuristic combat robot, then fights AI-controlled enemy robots in neon-powered arenas. BUILD A COMPLETE PLAYABLE PROTOTYPE: - Futuristic neon arena with glowing lights, platforms, ramps, walls, gates, and sci-fi structures. - Controllable third-person robot with WASD movement and mouse-controlled camera. - Jumping/dashing. - Health and energy systems. - A basic sci-fi melee attack and a ranged energy attack. - Enemy robots with basic AI that can detect, chase, attack, and take damage. - Respawn system and a simple victory/defeat system. - Main menu with Play, Robot Builder, and Settings buttons. ROBOT BUILDER: A robot customization screen where the player assembles a robot from interchangeable parts, with slots for: Head, Body, Left arm, Right arm, Legs, Wheels, Armor, Energy core, Primary weapon, Secondary weapon, Special ability. Include several fictional sci-fi parts: Standard legs, Heavy legs, Wheels, Hover movement unit, Energy blade, Plasma blaster, Energy cannon, Gravity launcher, Black-hole-style gravity ability, Shield generator, Speed booster, Heavy armor, Extra energy core. Each part should change the robot's appearance and, where appropriate, its stats such as speed, health, energy, attack power, defense, or ability cooldown. GAMEPLAY: Make the robot builder actually affect the playable robot: when the player equips a part, the robot in the arena should use that part and its stats. UI: Create clean futuristic neon sci-fi UI., 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
Donovan Pace
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