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Made with Nano Banana 2 Lite · CC0 · 4 Oct 2026
Generated from: a scene from a small video game about: Rough 2D game: you are a circle that shoots at cubes coming at you. Cube enemies have a melee attack; there are also circle enemies with a ranged shot. Physics: player and shapes have physics that push each other — the bigger the body, the less it gets pushed (mass-based knockback). Combat: - Player shoots at 0.8 rounds/second (much slower shots). - Shooting circle enemies fire at 0.6 rounds/second, only when the player is in range, and after each shot they move in a random direction away from the player. - Accuracy system: both player and enemies have an accuracy stat (0–1). E.g. 0.5 accuracy = bullets can deviate up to 90° left and right of the target (180° total spread). Player base accuracy 0.92/0.90. Special rule: with 0.90 accuracy, the bullet has a double chance to roll "better" accuracy: ((1 - stat)/2) + stat, so a 0.90 bullet has a chance to shoot at 0.95 instead. - Enemy bullets fly toward a slightly randomized aim based on the enemy's accuracy. Waves: - Start with 4 enemies; every 2 rounds add 1 more enemy. - Enemies do NOT spawn at the same time — they come at different times during the wave (staggered spawn delays). Economy & shop: - The shop can be opened in-game (e.g. button/key). - You get 25% less money than you would (reduced coin drops) so you can't buy the entire shop every time. - Shop has item IMAGES (icons/sprites) for each item. - Stat display panel to the LEFT of the shop shows all player stats, each in a different colour. - Stats include: damage, defence, coins gain, regen (HP regen), accuracy, bullet speed, plus movement speed or health as sensible extras. - Add a RESET SHOP button: first reset costs 0 coins, each subsequent reset costs +20 coins (0, 20, 40, 60...). Keep it rough/prototype-looking (simple shapes, basic palette) but with all the mechanics above working., 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
Lukas Malis
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