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Made with Nano Banana 2 Lite ยท CC0 ยท 9 Oct 2026
Generated from: a scene from a small video game about: De-Make of "Cube: Defender of the Polyverse"; retro 1980s inspired, 3d platformer collect-em-up, reminiscent of tron. main menu for play game, and options. 3d playable level hub for different color levels (blue, green, orange, etc); entering a portal color leads to a main level, which has a starting point, large grid map, collectables and obstacles, and an end goal location. Music is subtle 80s synthwave. If cube collides with an obstacle, enjoy thump sound. If cube collects any collectable, play happy chiptune sound effect. When cube reaches the end goal, have cube bounce into the air, hover, and rotate x y and z axis, while displaying info on how many collectables obstacles and time info for level. Then return to level hub. pause menu to show level map, gameplay timer, and total objects collected or collided. simplistic polygons within levels; walls, cylinders, pyramids, dodecahedrons, etc are the obstacles throughout level. There is a platform that has a 5 unit neon glow, accessible from a ramp, which allows cube to activate the rotate/spin action, and gain a special sound effect and collectable binary code item shaped like a key. Hologram glyphs, diamonds, and "bits" (2d sprite pixel, neon glow) are scattered collectables; track collectables throughout all levels. arrow keys to move Cube, space bar to rotate/spin the cube horizontally, escape button for pause/unpause menu, 'r' button to 'reset' to main menu which prompts player to select yes return to main menu just in case, backspace button to respawn player at starting location in current level. Allow touch screen controls, so game is versatile for PC web browser or mobile phone browser; onscreen controls toggle-able, with a checkmark box in bottom left of viewport, to display the touchscreen analog sticks and buttons on screen., 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
Jon Hahn
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