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Made with Seedream 5.0 Pro ยท CC0 ยท 12 Aug 2026
Generated from: Cel-shaded 2D side-view metroidvania level design overview of a fantasy forest village called Trickster Village. Flat cel shading like a Castlevania or Ori stage layout reference, clean readable stage geometry, wide 16:9 horizontal composition showing one complete playable stage overview laid out as a conceptual 4 by 4 grid of 1920x1080 room chunks. Overall: mostly left-to-right progression through layered forest platforms with backtracking and ability gates clearly visible. Three depth layers: a shaded forest background with large tree trunks, treetops and clean sky pockets, no mist; a clear middle gameplay layer with solid ground, ledges, vertical shafts, crawl tunnels, pools of water, wooden bridges and floating platforms; and sparse foreground grass, flowers, roots and leaves that never cover the routes. A giant ancient tree rises up the center as a strong vertical spine connecting lower, middle and upper routes. Exact layout from left to right: - Far bottom-left: a small Owl Village of wooden tree-houses and lanterns. - Immediately right of the village: a small sunlit clearing where Raykou spawns. - From the village, a wooden bridge crosses water to a tall ledge that requires Double Jump, marked with a double-arrow jump gate cue. - Above that ledge, a clearing holds Portal 1. - A hanging vine above Portal 1 (Monkey morph) leads to a higher platform; from that platform, right goes to the Colosseum (a large round stone amphitheater side branch), and west/left leads to Portal 2. - Past Portal 2, a Snake morph tight crawl gap: a small low tunnel to crawl underneath. - Beyond the gap, a major four-way intersection with left, right, down and up routes; only the left route is open. - Left leads to a clearing with Portal 3. - A Mole morph soft-ground dig pit at the four-way intersection falls to a lower platform and a clearing with Portal 4. - Left from the intersection toward Portal 3, a Turtle morph underwater pool tunnel that emerges on a new platform, then continues left to a clearing with Portal 5. - Spider morph climb: a string or web climb shaft rises from the earlier intersection to a new upper platform, then right to another intersection; right and up are blocked, so drop to a lower platform and travel right to Portal 6. - Rhino morph cracked boulder wall at that intersection, then continue right to another intersection; up and right are blocked, so drop down then go left to a clearing with Portal 7. - Penguin morph frozen water pillars form a ladder upward to a new platform, then continue right to Portal 8. - Eagle morph flight: a long vertical shaft flown upward to a high platform with Portal 9. - A separate upper branch above and right of the Eagle area, also requiring Eagle flight, leads to Portal 10 on its own distinct high platform clearly separated from Portal 9. Also include exactly ten small hidden secret areas: dim pockets, tunnels, underwater side spaces, high ledges and branch alcoves, each visually distinct but secondary to the main route. Small sparse labels only: "Owl Village", "Raykou", "Colosseum", and "Portal 1" through "Portal 10". No characters, no UI panels, no top-down map, no cartographic pins, no long text. Readable stage geometry over painterly detail.
Creator
user_d35ab7ae
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