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 ยท CC0 ยท 2 Oct 2026
Generated from: a scene from a small video game about: ๐ฅ POTATO CAMP SIMULATOR โ a colorful, cartoonish 2.5D isometric campground management / construction / business simulator. PREMISE You've driven for hours through the woods with your small van โ no towns, no hotels, nothing for miles. One farmhouse has its lights on: Willy, a potato farmer with no customers. He'll let you stay if you buy 2 sacks of potatoes (โฌ5 each = โฌ10). He offers you a plot of land a mile up the road IF you can get people out here to buy his potatoes. So you set up POTATO CAMP with a rule: entrance fee = 1 potato sack, no potatoes allowed inside. Every visitor must buy a sack from Willy's farm first. Potatoes become the physical currency of the whole campground. CORE ECONOMY - Willy's farm sells 1 potato sack = โฌ5 (100 potatoes per sack). Sacks are physical objects: pick up, carry, store, load into vehicles, deliver. - Gate: customer hands over 1 potato sack to the entrance worker, enters with 0 potatoes. - POTATOMAT: exchanges money for potatoes at โฌ1 = 10 potatoes (โฌ5 โ 50, โฌ20 โ 200). The machine physically contains potatoes (e.g. 386/1000) and employees must refill it and empty used potatoes. - In-camp prices (potatoes): tent plot FREE, RV plot 50, small cabin 75, medium cabin 100, large cabin 125, toilet 10, shower 20, bathhouse 30, sauna 50, plus food, drinks, activities. - Dirty โ clean: potatoes from Willy arrive unwashed. A potato washer turns 1 dirty sack into 1 clean sack worth more. - Bulk buyer: sell clean sacks at โฌ7.50 each, minimum order 20 sacks (20 ร โฌ7.50 = โฌ150). Player loads sacks onto the buyer's truck; the truck leaves; money comes in. - Full cycle: Willy โฌ5 dirty sack โ customer buys โ entrance fee โ potatomat (โฌ โ potatoes) โ customers spend โ used potatoes collected โ washed โ clean sacks โ bulk buyer โ โฌ7.50/sack โ expand camp โ more customers โ Willy grows. STARTING POINT (the player has โฌ20) A tiny dirt-road clearing: your van, an axe, basic tools, forest, open land, a river nearby, Willy's farm down the road, a sawmill further down. No cabins, no toilets, no reception, no employees. First jobs: chop trees with the axe, move branches/rocks/bushes, clear land; sell wood to the sawmill for first income. TOOLS PROGRESSION Basic: hatchet, axe, hammer, wrench, shovel, saw. โ Powered: chainsaw (needs fuel), lawn mower, brush cutter, drill, pressure washer, welding. โ Professional: tractor, excavator, loader, mower tractor, snowplow, maintenance vehicle, service truck. Every machine needs fuel, maintenance, repairs and spare parts, and tools wear down. EVERYTHING NEEDS MAINTENANCE (the core philosophy: if something happens, it happens physically in the world) - Cabins: leaking pipes, blocked toilets, broken lights, damaged doors, squeaky hinges, roof leaks, dirty floors, empty supplies, dirty sheets/towels. - Sauna (50 potatoes/person, physical potato box max 1000 โ when full employees must empty it), bathhouse (30 potatoes, showers, sinks, lockers, needs water, electricity, towels, soap), toilets (cleaning, toilet paper, soap). - Roads: potholes, mud, fallen branches, damaged signs, snow. - Solar panels: dirt, leaves, falling branches, snow, gradual efficiency loss โ workers must clean/repair, eventually build a solar field. - Outdoors: grass grows on tent/RV plots (overgrowth makes customers unhappy), weeds, leaves, rubbish. - Garbage, 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
kingjimmyh
Sign in to join the conversation.
Sign in to comment๐CC0
Use, share, and remix the model freely with no restrictions and no attribution needed.