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Made with Seedream 5.0 Pro ยท CC0 ยท 12 Aug 2026
Generated from: A simplified cel-shaded 2D SIDE-VIEW metroidvania stage reference illustration for a Trickster Village forest hub, in clean flat cartoon cel shading with clear readable silhouettes and moderate forest detail. 16:9 wide landscape composition. Three distinct readable depth layers: (1) a simple soft green forest background with distant trees, (2) a sharp, clear gameplay terrain layer in the middle with visible platforms, ledges, tunnels and gates, and (3) sparse foreground foliage at the very edges only that never obscures any platform or portal. No ancient giant tree spine anywhere. No top-down map symbols, no UI panels, no HUD, no characters as the focus. Keep text minimal and legible: only small portal numbers P1 through P10 and very short gate labels, drawn small and clean on the terrain. Read the layout strictly left-to-right as a side view: FAR LEFT edge: a small open grass clearing labeled "SPAWN". Immediately right/east of it: a small owl village of a few wooden huts on platforms labeled "OWL VILLAGE". Right/east of the village: a wooden bridge crossing a small river. Right/east after the bridge: one tall ledge labeled "DOUBLE JUMP". That ledge leads into a clearing with a glowing portal labeled "P1". Above and left/west of the P1 clearing: a single hanging vine drops from a high branch, labeled "MONKEY VINE", climbing up to a mid-height platform. From that mid platform, a short branch goes left/west to a round stone colosseum on its own platform labeled "COLOSSEUM". From the same mid platform, right/east leads to a portal labeled "P2". Right/east past P2: a very low narrow horizontal tunnel gap labeled "SNAKE CRAWL" that must be crawled under. Past that gap: a central intersection where routes go down, right/east and up, with only the right/east route open. Right/east from it reaches a clearing with portal "P3". Below the central intersection: a patch of soft brown dirt with a downward dig tunnel labeled "MOLE DIG" that drops to a lower platform holding portal "P4". Right/east near P3: a pond with a water tunnel that goes down, then right, then up, labeled "TURTLE SWIM", emerging onto a platform that continues right/east to portal "P5". Above the central intersection: a white spider thread climbs straight up to an upper platform, labeled "SPIDER CLIMB", then goes left/west to a second, upper intersection. From that upper intersection a small drop-down ledge on the left falls to a lower platform that continues left/west to portal "P6". Also from that same upper intersection, left/west a pile of grey boulders blocks the path, labeled "RHINO SMASH". Past the boulders is a third intersection where up and left/west are blocked. From that third intersection, a drop-down on the left falls to a lower platform that continues left/west to portal "P7". At that same third intersection: a vertical column of icy blue water pillars forms an upward ladder labeled "PENGUIN FREEZE", reaching a platform that continues left/west to portal "P8". Also at that third intersection: one tall open vertical flight shaft rises straight upward labeled "EAGLE FLIGHT". A portal "P9" sits on a high ledge partway up that shaft, and a portal "P10" sits DIRECTLY ABOVE P9 higher up on the SAME vertical shaft (same shaft, not a separate branch). Include TEN optional secret areas as small distinct hidden pockets scattered around the stage without altering the main route: (1) a mossy cave alcove behind a waterfall, (2) a hollow under the bridge, (3) a tiny high ledge behind hanging vines, (4) a narrow side tunnel, (5) an underwater air pocket, (6) a hollow tree stump room, (7) a small rock crevice, (8) a vine-hidden alcove, (9) a mushroom nook, (10) a small upper cave. Render each as a subtle hidden opening, faintly marked with a tiny letter "S". Keep the whole image clean, simplified and readable for level planning, with flat cel-shaded colors, crisp platform edges, and clearly separated background, gameplay and foreground layers.
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user_d35ab7ae
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