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Made with Nano Banana 2 Lite · CC0 · 9 Oct 2026
Generated from: a scene from a small video game about: 2D side-scrolling action beat-'em-up: Xena the Warrior Princess rescuing Gabrielle and Eve from the Romans (Mount Olympus arc). PLAYABLE CHARACTER: use this exact uploaded Xena sprite as the in-game character — her likeness and outfit are the reference: https://res.cloudinary.com/dol86wsz1/image/upload/v1791345587/summer_art/b6cc7a6f-753f-401b-8c59-ede70e720d21_1000010155_1791345586418.png — and these ready-made animation frames (transparent 2D sprite sheet): https://res.cloudinary.com/dol86wsz1/image/upload/v1791346299/summer_transparent/nobg-a614f72e79ad-1791346299146_1791346299146_42v2rd6o.png — rows, 4 frames each: idle, running, sword slash combo (3 + recover), jumping. Do NOT use generic placeholder characters for Xena; if a frame is missing (e.g. backflip, flying kick), generate it in her exact style from the same sprites. PROTOTYPE (playable immediately): one side-scrolling forest scene with: - Xena: run (fast), jump, sword attack combo (chained hits), dodge (brief invuln), flying kick, backflip/somersault - Chakram: throws in an arc toward the nearest enemy, visibly travels, on hit removes 25% of that enemy's MAX HP, then returns in an arc to Xena and she auto-catches it (one round trip per throw) - One Roman sword soldier enemy with a visible floating HP bar, basic AI (chase + slash), knockback and damage numbers on hit; killing him triggers a small "enemy down" effect - Xena HP bar top-left; damage hits cause small screen shake + impact VFX - Camera scrolls with Xena along the forest path USE ASSETS I ALREADY MADE (in My Assets): - "Xena sprite sheet" — transparent 2D sprite sheet (idle/run/sword/jump) - "Forest level background" — 16:9 ancient Greek pine forest background If you can't import them directly, recreate equivalent assets in-scene but keep Xena's exact look from the reference above. ARCHITECTURE FOR THE FULL GAME (build incrementally after the prototype works): - Abilities: sword combo, flying kick, dash/launch attack, dodge, jump, chakram throw, heal (limited per level, e.g. 3, restores fixed HP, short cooldown) - Enemy roster (all distinct, all with HP bars): Roman sword soldier, Roman shield soldier (blocks frontal, vulnerable from behind), Roman spear soldier (long reach), Roman archer (projectiles, keeps distance), Armored Roman (heavy, slow, high HP) - Six connected side-scrolling levels: 1 Forest (this prototype's scene), 2 Ancient Greek village, 3 Roman encampment, 4 Mountain path, 5 Temple, 6 Mount Olympus — each with platforms, obstacles, enemy mixes scaling up, and a progression gate - Final boss: Athena at Olympus — thunderbolt projectiles, teleport, sword attacks, lightning sweeps, dodges some attacks, multiple phases as HP drops - Story beats: opening cutscene (Gabrielle in orange/brown and Eve in green captured), rescue cutscene at Olympus (they're freed), brief between-level vignettes - Visual style: detailed 2D art, no placeholder blobs; generate background art per level in the same cinematic ancient-Greece style as the forest one Priorities: working movement + combat + chakram first, then second enemy type, then level 2. Keep every level's art consistent with the reference look., 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
Airwen Royal
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