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Made with Nano Banana 2 Lite · CC0 · 7 Oct 2026
Generated from: a scene from a small video game about: Zombie Outbreak: Pocket Survivor — a hyper-viral 1-thumb 2D bullet-heaven zombie survival roguelite for mobile (portrait 1080x1920, Compatibility renderer, GDScript). The survivor auto-fires at the nearest zombie while the player moves with a floating dynamic virtual joystick (touch anywhere in the bottom 60% of the screen to spawn it). Survive waves of 1,000+ onscreen undead pooled and recycled via a ZombieSwarmPool. Collect bio-gems (XP suction toward the player) to trigger slot-style 3-card upgrade choices with ascending pentatonic chimes (Lightning Coil, Spinning Drones, Molotovs, etc.). Max juice mandate: JuiceManager singleton with hit-stop micro-freeze (0.05s on heavy hits/crits), elastic squash-and-stretch spring tweens on jumps, landings, weapon recoil and button taps, quadratic trauma-decay screenshake on explosions and combos, ascending musical pitch scaling on pickup chains and kill streaks, 0.06s pure-white flash on damage, and multi-tier haptics (18ms pulse on shotgun recoil, double 25ms tick on level-up cards, 80ms rumble + siren on boss spawn, rhythmic 8ms micro-clicks on gem vacuum). Monetization hooks to design around: revive-ad prompt on death, gold coin chests, epic weapon gacha. Use free CC0 assets where available: Kenney Topdown Shooter (animated survivors, 5 zombie types, blood splatters, urban tilemap), Kenney Impact Sounds (gunshots, roars, splats, level-up chimes, explosions) and Kenney Particle Pack (muzzle flashes, sparks, smoke, explosion textures). Planned architecture (complete, no placeholders): Main.tscn, SurvivorPlayer.tscn, ZombieSwarmPool.tscn, BioGem.tscn, HUD.tscn, UpgradeCards UI, plus singleton managers for juice/haptics, audio, wave spawning and pooling., 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
Stiv Black
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