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Made with Nano Banana 2 Lite ยท CC0 ยท 2 Oct 2026
Generated from: a scene from a small video game about: Create a first-person zombie survival map for Android mobile, inspired by the "Revelations" map from Call of Duty Zombies. MAP ATMOSPHERE: A surreal cosmic dimension where multiple ruined worlds collide. Floating islands of rock, broken structures from different eras, and glowing purple-blue nebulas in the sky. The atmosphere is mysterious, cold, and alien, with a sense of forgotten history. No blood or gore, just an eerie, abandoned cosmic landscape. CORE LOOP: Round-based zombie survival. Player starts with a pistol. Zombies spawn from multiple holes in the ground and ruined structures. Each round, more zombies spawn and they get slightly stronger. Player earns points by killing zombies and repairing barricades. Points can be spent on buying weapons from wall-buys, using a Mystery Box for random weapons, and activating perk machines. ZOMBIES: - Basic zombies: glowing yellow eyes, slow shambling movement, appear from round 1. - Hellhounds: fiery dog enemies that appear every 5 rounds. They explode on death and drop a Max Ammo power-up. - Zombie Crawlers: eyeless, four-legged creatures that crawl fast. They appear when the player activates power or enters a specific area. They explode into a toxic gas cloud on death. MOBILE CONTROLS: Virtual joystick for movement on the left side of the screen. Swipe to look around on the right side. Tap buttons for shooting, aiming, reloading, and interacting. UI must scale correctly for different phone screen sizes. ROUND SYSTEM: Display round number as tally marks for rounds 1-5, then switch to numbers after round 5. Between rounds, a short ambient music cue plays. No round timer, no forced exit. VISUAL STYLE: Dark, cinematic, with dominant colors of deep purple, blue, and black. Glowing cyan and violet energy sources. Volumetric fog. Floating cosmic debris. Hyper-realistic textures, 8K quality. UI: Minimal HUD showing health, ammo, points, and round number. Dark interface with cyan and purple accents. Mobile-friendly layout with large touch targets. EXPORT: Export as an Android APK. Project must be optimizable for mid-range phones (45-60 FPS target).. Moment 2 of 3 of the first minute of play: the main challenge. Drawn as a rough storyboard sketch: grey pencil and marker on white paper, one accent colour, loose flat shapes, no shading detail, no background clutter. 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
Leon Rechtofen
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