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Made with Nano Banana 2 Lite ยท CC0 ยท 2 Oct 2026
Generated from: Top-down arena layout. A square sunken hall with a plain felt floor and a painted inner ring. Six oversized dice, some tilted, act as cover blocks spread across the floor; a few flat chips are small obstacles. Four archway doors sit at the four edges: two dark doors on left and right spawn enemies, one door at the bottom is where the player enters, one lit door at the top is the exit goal. A low podium at the centre holds the payout vault. Clear open lanes run between the dice, so shots and charges line up. Camera straight down from above, whole arena in frame. Flat shapes, no texture detail. No text, no UI. Palette: Hall Black #131522, Felt Green #2F6B4F, Bone Ivory #F6E9C8, Warning Rose #E0457B, Chip Gold #F2B33D. 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.
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