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Made with Nano Banana 2 Lite · CC0 · 7 Oct 2026
Generated from: A wide open outdoor place for a scene from a small video game about: Endless Runner 2D de escape de monstruos, estilo pixel art de fantasía oscura. Jugador "Kai the Explorer" con SpriteSheet AnimatedSprite: idle, running/walking (frontal, perfil izq/der, diagonal), grappling hook (disparo y retracción), rolling/dodge, jump/ledge grab, collecting treasure, back view. Sistema de enemigos Enemy2D con bucles idle, move/attack, death/dissolve: terrestres (Goblin Runner, Armored Boar, Flesh Tower, Shadow Beast, Zombie/Skeleton Archer), voladores (Bat Swarm, Ghostly Visage, Harpy Scout, Beholder Eye, Banshee), jefes gigantes (Colossal Behemoth, Lernaean Hydra, Abyssal Maw, Flesh Golem, Cthulhu Spawn) con persecución y patrulla. Generación procedimental infinita con velocidad creciente y 3 biomas rotativos: Catacumbas de piedra oscuras con orbes azules, cajas, telarañas y cofres; Cuevas de lava con Lava Serpent y Lava Elemental; Bosque/Ruinas malditas con Ancient Treant y Spore Overlord. Mecánicas: plataformas flotantes, paredes escalables con gancho, picos, picas, Mimic Chest de trampas, cofres/tesoros. Menú principal pixel art con Iniciar Carrera, Tienda/Armería, Bestiario de Monstruos, Ajustes. HUD: distancia en metros, monedas/tesoros (Soul Jar, Lich Phylactery, oro), barra de stamina/gancho. Tienda: Ancient Map (más visión, revela trampas), Cursed/Living Amulet (revivir), Wand of Annihilation (borra enemigos 5s), Dragon Scale Shield (absorbe golpe); mejoras permanentes de velocidad, cooldown de gancho y multiplicador de tesoros. Scripts GDScript: PlayerController.gd (movimiento, salto, roll, gancho con coords de sprite), LevelGenerator.gd (bucle de generación, spawn de tesoros y enemigos), ShopManager.gd (inventario, compra, persistencia) más bestiario animado., seen the way the game camera sees it. Drawn as finished full-colour game concept art in a clean, neutral style: clear shapes, readable silhouettes, soft even lighting, a balanced palette. Never a sketch, pencil drawing or line art. 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
user_d90b061a
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