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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: ARPG MOBA web game, top-down, square map 50m, fog of war (15m vision), rotatable camera. Damage system: Physical (red, damage - 90%*target armor), Magic (pink), True (white, ignores armor). Floating damage numbers with matching colors. Mobile-style UI: joystick left, attack + 5 skill buttons right, auto-aim attack, skill hold shows target preview. HP bars, armor number, mana bars over units, minimap top-left. Yeti character: range 15, damage 25, speed 50 (=1m/s per 25 speed), armor 25, HP 80, Mana 250 (regen 3/s). Passive: 4th consecutive basic (resets after 2s) creates a growl aura radius 2.5m pushing enemies back while dealing 30 physical. Skill1: 25 mana/8s, 0.2s channel, 8m ice zone in front lasting 3s, 20 phys+5 magic, -20% move speed. Skill2: 10 mana/2s, dash 5m/0.35s, 3 phys on path. Skill3: 50 mana/15s, dash 8m/1s, on hit go behind (0.2s), 0.5s invulnerable channel, 30 phys+10 magic cone 10m (falloff, knockback 5m center, smaller edge, leaves 2s slow zone). Skill4: 70 mana/20s, 15m projectile 0.75s, 15 magic on impact, 3.5s pull 1m/s then 20 magic + 1s stun. Skill5: 45 mana/12s, 12m ice ribbon 7.5m/s, pushes enemies along, explodes at end for 15 magic+5 phys. Two modes: 1v1 vs smart bot (adjustable stats: speed, HP, armor, damage) and Survival Trial (small monsters HP30/arm10/dmg15/spd30/rng10/mana100, big monsters HP75/arm15/dmg25/spd35/rng17/mana150 spawn occasionally, monsters no skills). Modern mobile MOBA look (like Arena of Valor).. Moment 1 of 3 of the first minute of play: the player arrives. 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
Long Quy
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