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Made with Nano Banana 2 Lite · CC0 · 3 Oct 2026
Generated from: a scene from a small video game about: FISICALAGO · AGENTES DE LA FÍSICA: OPERACIÓN DINÁMICA — educational 2D platformer for 10th grade, HTML5 Canvas rendered game loop. GAMEPLAY: Agent Científico platformer (walk, jump, crouch) with inertia + AABB collisions. Neon cyberpunk palette (dark bg, cyan, violet, electric blue). World 1 "EL DESPERTAR DE LAS FUERZAS" fully playable with platforming, obstacles, floating particles. Route decision branches in the level: two paths labeled e.g. "CONTACTO" vs "A DISTANCIA" — wrong choice loses a life and shows a pedagogical hint modal (concept clue, not the answer). Question blocks: hitting them from below pauses the canvas and opens a multiple-choice physics question (4 options, shuffled each try); first wrong gives a hint, second wrong costs a life, correct resumes with an explanation of the physical principle. SYSTEMS: 1) Global progress object persisted in localStorage with keys: codigo, estudiante, grado, mundoActual, sectorActual, estado, intentos, puntaje, vidas (starts 3), manzanas (5 apple = +1 life), retosCompletados, piezasRecuperadas, nota (1.0–5.0); clean saveCheckpoint() ready for a future Google Apps Script endpoint. 2) Modular 5-world level select that locks/unlocks Newton's 5 worlds in sequence based on progress. 3) On-screen HUD drawn on canvas: vidas, manzanas, mundo, sector, puntos, intentos. CONTROLS: responsive. PC keys A/D/arrows walk, W/space jump, S crouch. Mobile on-screen touch buttons ◀ ▶ ▲ ▼ using touchstart/touchend with preventDefault, no touch delay. Layout uses 100dvh, fully responsive for PC and mobile. SCOPE: deliver a working index.html menu/level-select and a playable mundo1 (sector 1) with the canvas core, physics, touch input, branch decision, at least two question blocks, HUD, apple pickup, and the localStorage save. Build it modular and clean so more worlds/sectors can be added.. Moment 3 of 3 of the first minute of play: the first win. 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
Luis carlos Jimenez
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