User prompt
çok az daha yukarı alalım
User prompt
satın alınan drumstick konumu biraz yukarı alalım ve biraz sağa
User prompt
animasyonu tersten olsun. yukarı aşağı değil yukarıda kalsın aşağı inip tekrar yukarı çıksın. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
satın aldığımız drumsticklerden sadece 1 adet oluşsun ve 60 cam olacak şekilde druma vursun. Spawn olma konumu drum sol tarafı olsun
User prompt
drum hit sound druma ekleyelim
User prompt
Biraz daha kaydıralım
User prompt
satın alma butonlarını ekranın altına doğru kaydıralım
User prompt
biz daha hızlı basarsak drumstick de daha hızlı tamamlasın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
her vuruşta player drumstick animasyonunu tamamlasın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
satın alma butonunun içerisinde animasyonu satın aldıktan sonra başlasın ve başka kopyası oluşmasın
User prompt
satın alınan drumstickler satın alma butonunun içerisine bir adet olacak şekilde olsun. Butonun içerisinde akset görünsün satın aldığımızda animasyonu başlasın ve yanında kaç adet var ise o kadar x yazsın
User prompt
satın alınan drumstickler drum üzerine yan yana dizilsin. Yan yana maximum 4 tane gelsin 5. tekrar üste bir sıra daha oluştursun.
User prompt
satın alınan drumstickler etrafında değil altında yan yana dizilsin
User prompt
hareketi ters olsun drumstick yukarıda olsun biz tıklayınca druma vursun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
çok az aşağıya alalım ve vuruş efekti daha smooth olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
biraz daha yukarıya alalım
User prompt
player drumstick konumunu biraz yukarıya alalım
User prompt
bizim drumstick ve satın alınan drumstick farklı assetler olsun
User prompt
satın aldığımız drumstickler bizim davulun etrafına yuvarlak olacak şekilde yerleşsin.
User prompt
biz tıkladığımız zaman bir ışık efekti de olsun ve bir drumstick sabit çapraz olarak kalsın, biz tıkladığımızda vursun. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Rhythm Empire: Musical Idle Tycoon
Initial prompt
Cookie Clicker benzeri bir idle/incremental müzik oyunu tasarlamak istiyorum; oyunun başında oyuncunun yalnızca bir davulu olacak ve davula tıklayarak para kazanacak; her ritim tıklamasında altın kazanılırken, oyunda müziğe uyumlu (60bpm) yakalanırsa dalga animasyonları oluşacak ve kazanılan para %15 artarak ekranda ışıklar olacak ödül sistemi gibi, ritim bozulursa ışıklar gidecek ve standart kazanım devam edecek. Sesler BPM’e göre gerçek zamanlı senkronize çalacak. Oyuncu 100 altına ulaştığında otomatik vuruş yapan bir tokmak satın alabilecek; bu tokmak belirli aralıklarla davula otomatik vuracak ve pasif gelir sağlayacak, her yeni tokmak alımı fiyatı %40 artacak. 1000 altına ulaşıldığında bir davulcu satın alınabilecek ve bu karakter genel gelir oranını %25 artıracak; her çalgıcı veya yükseltmenin fiyatı da aynı şekilde %40 oranında artacak. Kazanılan altınlarla sırayla önce davul için 10 yeni ürün örneğin tokmak davulcu, altın tokmak, geleneksel davulcu vs., daha sonra yeni enstrümanlar (saksafon, gitar, keman vb.) alınabilecek, her biri farklı ses katmanları ve yeni görsel efektler ekleyecek. 1.000.000 altınla küçük konser sahnesi, 100.000.000 ile büyük stadyum, 1 milyar ile opera binası gibi yapılar satın alınabilecek ve bu yapılar geliri çarpanla artıracak. Oyunda kazanılan altınlar milyonlara, milyarlara hatta trilyonlara ulaşabilecek ve nihayetinde opera binası alındığında prestij sistemi devreye girecek ama opera binasını almak çok da kolay olmayacak. Oyunun sesi dinamik olacak, otomatik tokmaklar farklı sesler çıkaracak, enstrümanlar ilerledikçe gerçek bir müzikal eser gibi evrilecek; BPM’e uygun senkronize dalgalar, ışıklar ve animasyonlarla görsel-işitsel bir şölen yaratılacak. Tüm bu sistem Cookie Clicker mantığında, sonsuz büyüyen bir müzikal imparatorluk kurma amacıyla tasarlanacak. Oyun ekranının sol kısmında davul olacak sağ kısmında satın alınabilecek olanlar olacak. Cookie clickerdaki gibi yeni bir ürüne biriken para yaklaşana kadar kilitli olacak. Biriken paramızı, satın aldıklarımızı görüntüleyebileceğimiz bir menü olacak. Menüdeki her satın alınabilir ürüne asset ekleyeceğiz o sebeple resimli bir şekilde cookie clickerdaki gibi görünecek.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var AutoDrumstick = Container.expand(function () { var self = Container.call(this); var stickGraphics = self.attachAsset('drumstick', { anchorX: 0.5, anchorY: 0.9 }); self.speed = 1; self.income = 1; self.animating = false; self.animate = function () { if (self.animating) return; self.animating = true; tween(stickGraphics, { rotation: -0.3 }, { duration: 500 / self.speed, onFinish: function onFinish() { tween(stickGraphics, { rotation: 0 }, { duration: 500 / self.speed, onFinish: function onFinish() { self.animating = false; } }); } }); }; return self; }); var BuyButton = Container.expand(function () { var self = Container.call(this); var buttonBg = self.attachAsset('buyButton', { anchorX: 0.5, anchorY: 0.5 }); self.titleText = new Text2('', { size: 40, fill: '#ffffff' }); self.titleText.anchor.set(0.5, 0.5); self.titleText.y = -15; self.addChild(self.titleText); self.costText = new Text2('', { size: 30, fill: '#ffffff' }); self.costText.anchor.set(0.5, 0.5); self.costText.y = 15; self.addChild(self.costText); // Drumstick display for drumstick button self.drumstickDisplay = null; self.drumstickCount = new Text2('', { size: 35, fill: '#ffffff' }); self.drumstickCount.anchor.set(0, 0.5); self.drumstickCount.visible = false; self.addChild(self.drumstickCount); self.setupDrumstickDisplay = function () { if (!self.drumstickDisplay) { self.drumstickDisplay = self.attachAsset('drumstick', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.4, scaleY: 0.4, x: -50, y: 0, rotation: -0.3 }); self.drumstickCount.x = -20; self.drumstickCount.y = 0; } }; self.updateDrumstickCount = function (count) { if (count > 0 && self.drumstickDisplay) { self.drumstickDisplay.visible = true; self.drumstickCount.visible = true; self.drumstickCount.setText('x' + count); // Animate drumstick tween(self.drumstickDisplay, { rotation: -0.6 }, { duration: 300, onFinish: function onFinish() { tween(self.drumstickDisplay, { rotation: -0.3 }, { duration: 300 }); } }); } }; self.updateButton = function (title, cost, canAfford) { self.titleText.setText(title); self.costText.setText('$' + cost); buttonBg.tint = canAfford ? 0x4CAF50 : 0x808080; self.interactive = canAfford; }; self.down = function () { tween(buttonBg, { scaleX: 0.95, scaleY: 0.95 }, { duration: 100, onFinish: function onFinish() { tween(buttonBg, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } }); }; return self; }); var Drum = Container.expand(function () { var self = Container.call(this); var drumGraphics = self.attachAsset('drum', { anchorX: 0.5, anchorY: 0.5 }); // Add permanent drumstick self.drumstick = self.attachAsset('playerDrumstick', { anchorX: 0.5, anchorY: 0.9, x: 100, y: -140, rotation: -0.5 }); self.canTap = true; self.lastTapTime = 0; self.tap = function () { if (!self.canTap) return; var currentTime = Date.now(); var timeSinceLastTap = currentTime - self.lastTapTime; self.lastTapTime = currentTime; // Check for perfect rhythm (60 BPM = 1000ms between beats) var perfectTiming = Math.abs(timeSinceLastTap - 1000) < 100; // Visual feedback - drum scale tween(drumGraphics, { scaleX: 1.2, scaleY: 1.2 }, { duration: 100, onFinish: function onFinish() { tween(drumGraphics, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } }); // Animate drumstick strike - reverse motion tween(self.drumstick, { rotation: 0.2 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(self.drumstick, { rotation: -0.5 }, { duration: 200, easing: tween.easeInOut }); } }); // Calculate reward var reward = perfectTiming ? goldPerTap * 2 : goldPerTap; gold += reward; // Create light flash effect var lightFlash = self.attachAsset('goldCoin', { anchorX: 0.5, anchorY: 0.5, scaleX: 10, scaleY: 10, alpha: 0.8 }); lightFlash.tint = perfectTiming ? 0xFFD700 : 0xFFFFFF; tween(lightFlash, { scaleX: 15, scaleY: 15, alpha: 0 }, { duration: 300, onFinish: function onFinish() { lightFlash.destroy(); } }); // Create floating text var floatingGold = game.addChild(new FloatingText('+' + reward, perfectTiming ? 0xFFD700 : 0xFFFFFF)); floatingGold.x = self.x; floatingGold.y = self.y - 50; // Play sound LK.getSound(perfectTiming ? 'perfectHit' : 'drumHit').play(); // Create music note effect if (perfectTiming) { var note = game.addChild(new MusicNote()); note.x = self.x + (Math.random() - 0.5) * 100; note.y = self.y - 100; } }; self.down = function () { self.tap(); }; return self; }); var FloatingText = Container.expand(function () { var self = Container.call(this); self.init = function (text, color) { self.textObj = new Text2(text, { size: 60, fill: '#' + color.toString(16).padStart(6, '0') }); self.textObj.anchor.set(0.5, 0.5); self.addChild(self.textObj); tween(self, { y: self.y - 100, alpha: 0 }, { duration: 1000, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); var MusicNote = Container.expand(function () { var self = Container.call(this); var noteGraphics = self.attachAsset('musicNote', { anchorX: 0.5, anchorY: 0.5 }); tween(self, { y: self.y - 200, alpha: 0 }, { duration: 1500, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); tween(noteGraphics, { rotation: Math.PI * 2 }, { duration: 1500 }); return self; }); var Musician = Container.expand(function () { var self = Container.call(this); var musicianGraphics = self.attachAsset('musician', { anchorX: 0.5, anchorY: 0.5 }); self.instrument = null; self.multiplier = 1.2; self.setInstrument = function (type) { if (self.instrument) { self.instrument.destroy(); } self.instrument = self.attachAsset(type, { anchorX: 0.5, anchorY: 0.5, x: 30, y: 0 }); }; self.animate = function () { tween(musicianGraphics, { scaleY: 1.1 }, { duration: 500, onFinish: function onFinish() { tween(musicianGraphics, { scaleY: 1 }, { duration: 500 }); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a1a }); /**** * Game Code ****/ // Game variables var gold = 0; var goldPerTap = 1; var passiveIncome = 0; var drumsticks = []; var musicians = []; var unlockedInstruments = ['drum']; var currentVenue = 0; // Upgrade costs var drumstickCost = 10; var musicianCost = 100; var instrumentCosts = { saxophone: 500, guitar: 1000, violin: 2000 }; var venueCost = 5000; // UI Elements var goldText = new Text2('Gold: 0', { size: 80, fill: '#FFD700' }); goldText.anchor.set(0.5, 0); LK.gui.top.addChild(goldText); var incomeText = new Text2('Income: 0/s', { size: 50, fill: '#ffffff' }); incomeText.anchor.set(0.5, 0); incomeText.y = 90; LK.gui.top.addChild(incomeText); // Main drum var mainDrum = game.addChild(new Drum()); mainDrum.x = 1024; mainDrum.y = 800; // Stage/Venue display var stageDisplay = game.addChild(new Container()); var currentStage = stageDisplay.attachAsset('stage', { anchorX: 0.5, anchorY: 0.5 }); stageDisplay.x = 1024; stageDisplay.y = 1100; // Buy buttons var buyDrumstickBtn = game.addChild(new BuyButton()); buyDrumstickBtn.x = 512; buyDrumstickBtn.y = 1400; buyDrumstickBtn.updateButton('Drumstick', drumstickCost, false); buyDrumstickBtn.setupDrumstickDisplay(); var buyMusicianBtn = game.addChild(new BuyButton()); buyMusicianBtn.x = 1024; buyMusicianBtn.y = 1400; buyMusicianBtn.updateButton('Musician', musicianCost, false); var buyInstrumentBtn = game.addChild(new BuyButton()); buyInstrumentBtn.x = 1536; buyInstrumentBtn.y = 1400; buyInstrumentBtn.updateButton('Saxophone', instrumentCosts.saxophone, false); var buyVenueBtn = game.addChild(new BuyButton()); buyVenueBtn.x = 1024; buyVenueBtn.y = 1600; buyVenueBtn.updateButton('Next Venue', venueCost, false); // Button handlers buyDrumstickBtn.up = function () { if (gold >= drumstickCost) { gold -= drumstickCost; var newStick = game.addChild(new AutoDrumstick()); // Position drumsticks on drum surface with max 4 per row var maxPerRow = 4; var row = Math.floor(drumsticks.length / maxPerRow); var col = drumsticks.length % maxPerRow; var spacing = 120; // Space between drumsticks var rowSpacing = 100; // Space between rows var startX = mainDrum.x - (Math.min(drumsticks.length + 1, maxPerRow) - 1) * spacing / 2; newStick.x = startX + col * spacing; newStick.y = mainDrum.y - 50 - row * rowSpacing; // On drum surface, moving up for new rows // Keep drumsticks upright newStick.rotation = 0; drumsticks.push(newStick); passiveIncome += newStick.income; drumstickCost = Math.floor(drumstickCost * 1.5); // Update drumstick count in button buyDrumstickBtn.updateDrumstickCount(drumsticks.length); LK.getSound('purchase').play(); } }; buyMusicianBtn.up = function () { if (gold >= musicianCost) { gold -= musicianCost; var newMusician = game.addChild(new Musician()); newMusician.x = 300 + musicians.length * 150; newMusician.y = 1200; if (unlockedInstruments.length > 1) { var randomInstrument = unlockedInstruments[Math.floor(Math.random() * (unlockedInstruments.length - 1)) + 1]; newMusician.setInstrument(randomInstrument); } musicians.push(newMusician); goldPerTap = Math.floor(goldPerTap * newMusician.multiplier); musicianCost = Math.floor(musicianCost * 2); LK.getSound('purchase').play(); } }; buyInstrumentBtn.up = function () { var nextInstrument = null; var cost = 0; if (!unlockedInstruments.includes('saxophone')) { nextInstrument = 'saxophone'; cost = instrumentCosts.saxophone; } else if (!unlockedInstruments.includes('guitar')) { nextInstrument = 'guitar'; cost = instrumentCosts.guitar; } else if (!unlockedInstruments.includes('violin')) { nextInstrument = 'violin'; cost = instrumentCosts.violin; } if (nextInstrument && gold >= cost) { gold -= cost; unlockedInstruments.push(nextInstrument); LK.getSound('purchase').play(); // Update button for next instrument if (nextInstrument === 'saxophone') { buyInstrumentBtn.updateButton('Guitar', instrumentCosts.guitar, false); } else if (nextInstrument === 'guitar') { buyInstrumentBtn.updateButton('Violin', instrumentCosts.violin, false); } else { buyInstrumentBtn.visible = false; } } }; buyVenueBtn.up = function () { if (gold >= venueCost && currentVenue < 3) { gold -= venueCost; currentVenue++; currentStage.destroy(); currentStage = stageDisplay.attachAsset('venue', { anchorX: 0.5, anchorY: 0.5, scaleX: 1 + currentVenue * 0.3, scaleY: 1 + currentVenue * 0.3 }); venueCost *= 10; if (currentVenue >= 3) { buyVenueBtn.updateButton('Opera House!', 0, false); buyVenueBtn.visible = false; // Win condition LK.showYouWin(); } LK.getSound('purchase').play(); } }; // Passive income timer var incomeTimer = 0; // Main game loop game.update = function () { // Update UI goldText.setText('Gold: ' + Math.floor(gold)); incomeText.setText('Income: ' + passiveIncome + '/s'); // Update button states buyDrumstickBtn.updateButton('Drumstick', drumstickCost, gold >= drumstickCost); buyMusicianBtn.updateButton('Musician', musicianCost, gold >= musicianCost); if (currentVenue < 3) { buyVenueBtn.updateButton('Next Venue', venueCost, gold >= venueCost); } // Passive income incomeTimer++; if (incomeTimer >= 60) { incomeTimer = 0; gold += passiveIncome; // Animate drumsticks for (var i = 0; i < drumsticks.length; i++) { drumsticks[i].animate(); } // Animate musicians for (var j = 0; j < musicians.length; j++) { musicians[j].animate(); } } // Save progress if (LK.ticks % 300 === 0) { storage.gold = gold; storage.passiveIncome = passiveIncome; storage.drumstickCount = drumsticks.length; storage.musicianCount = musicians.length; storage.unlockedInstruments = unlockedInstruments; storage.currentVenue = currentVenue; } }; // Load saved progress if (storage.gold) { gold = storage.gold || 0; passiveIncome = storage.passiveIncome || 0; unlockedInstruments = storage.unlockedInstruments || ['drum']; currentVenue = storage.currentVenue || 0; // Recreate drumsticks for (var i = 0; i < (storage.drumstickCount || 0); i++) { var stick = game.addChild(new AutoDrumstick()); // Position drumsticks on drum surface with max 4 per row var maxPerRow = 4; var row = Math.floor(i / maxPerRow); var col = i % maxPerRow; var spacing = 120; // Space between drumsticks var rowSpacing = 100; // Space between rows var totalInRow = Math.min(storage.drumstickCount - row * maxPerRow, maxPerRow); var startX = mainDrum.x - (totalInRow - 1) * spacing / 2; stick.x = startX + col * spacing; stick.y = mainDrum.y - 50 - row * rowSpacing; // On drum surface, moving up for new rows // Keep drumsticks upright stick.rotation = 0; drumsticks.push(stick); } // Update drumstick count display if any were loaded if (storage.drumstickCount > 0) { buyDrumstickBtn.updateDrumstickCount(storage.drumstickCount); } // Recreate musicians for (var j = 0; j < (storage.musicianCount || 0); j++) { var musician = game.addChild(new Musician()); musician.x = 300 + j * 150; musician.y = 1200; musicians.push(musician); } } // Play background music LK.playMusic('ambientMusic', { fade: { start: 0, end: 0.3, duration: 2000 } });
===================================================================
--- original.js
+++ change.js
@@ -56,8 +56,52 @@
});
self.costText.anchor.set(0.5, 0.5);
self.costText.y = 15;
self.addChild(self.costText);
+ // Drumstick display for drumstick button
+ self.drumstickDisplay = null;
+ self.drumstickCount = new Text2('', {
+ size: 35,
+ fill: '#ffffff'
+ });
+ self.drumstickCount.anchor.set(0, 0.5);
+ self.drumstickCount.visible = false;
+ self.addChild(self.drumstickCount);
+ self.setupDrumstickDisplay = function () {
+ if (!self.drumstickDisplay) {
+ self.drumstickDisplay = self.attachAsset('drumstick', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 0.4,
+ scaleY: 0.4,
+ x: -50,
+ y: 0,
+ rotation: -0.3
+ });
+ self.drumstickCount.x = -20;
+ self.drumstickCount.y = 0;
+ }
+ };
+ self.updateDrumstickCount = function (count) {
+ if (count > 0 && self.drumstickDisplay) {
+ self.drumstickDisplay.visible = true;
+ self.drumstickCount.visible = true;
+ self.drumstickCount.setText('x' + count);
+ // Animate drumstick
+ tween(self.drumstickDisplay, {
+ rotation: -0.6
+ }, {
+ duration: 300,
+ onFinish: function onFinish() {
+ tween(self.drumstickDisplay, {
+ rotation: -0.3
+ }, {
+ duration: 300
+ });
+ }
+ });
+ }
+ };
self.updateButton = function (title, cost, canAfford) {
self.titleText.setText(title);
self.costText.setText('$' + cost);
buttonBg.tint = canAfford ? 0x4CAF50 : 0x808080;
@@ -311,8 +355,9 @@
var buyDrumstickBtn = game.addChild(new BuyButton());
buyDrumstickBtn.x = 512;
buyDrumstickBtn.y = 1400;
buyDrumstickBtn.updateButton('Drumstick', drumstickCost, false);
+buyDrumstickBtn.setupDrumstickDisplay();
var buyMusicianBtn = game.addChild(new BuyButton());
buyMusicianBtn.x = 1024;
buyMusicianBtn.y = 1400;
buyMusicianBtn.updateButton('Musician', musicianCost, false);
@@ -342,8 +387,10 @@
newStick.rotation = 0;
drumsticks.push(newStick);
passiveIncome += newStick.income;
drumstickCost = Math.floor(drumstickCost * 1.5);
+ // Update drumstick count in button
+ buyDrumstickBtn.updateDrumstickCount(drumsticks.length);
LK.getSound('purchase').play();
}
};
buyMusicianBtn.up = function () {
@@ -469,8 +516,12 @@
// Keep drumsticks upright
stick.rotation = 0;
drumsticks.push(stick);
}
+ // Update drumstick count display if any were loaded
+ if (storage.drumstickCount > 0) {
+ buyDrumstickBtn.updateDrumstickCount(storage.drumstickCount);
+ }
// Recreate musicians
for (var j = 0; j < (storage.musicianCount || 0); j++) {
var musician = game.addChild(new Musician());
musician.x = 300 + j * 150;
Horizontal drumstick for drum 2d pixelart. In-Game asset. 2d. High contrast. No shadows
Drum 2d pixelart. In-Game asset. 2d. no drums
detailed brunette woman from behind pixel art 2d. In-Game asset. 2d. High contrast. No shadows
man pixel art with different clothes
brown yellow haired man pixel art
yellow plus brown haired man pixel art with different colors of clothing
guitar pixel art 2d horizontal. In-Game asset. 2d. High contrast. No shadows
lock pixel art. In-Game asset. 2d. High contrast. No shadows
cymbal instrument pixel art 2d. In-Game asset. 2d. High contrast. No shadows
straight stick pixel art horizontal 2d. In-Game asset. 2d. High contrast. No shadows
maracas instrument pixelart vertical 2d. In-Game asset. 2d. High contrast. No shadows
piano pixelart 2d. In-Game asset. 2d. High contrast. No shadows
pianist man with hat from behind standing in chair without piano pixel art 2d
flute pixel art 2d vertical. In-Game asset. 2d. High contrast. No shadows
disco ball pixel art 2d. In-Game asset. 2d. High contrast. No shadows
Pixel art style
Confetti stick, 2d pixel art vertical. no papers only stick. In-Game asset. 2d. High contrast. No shadows
disco ball pixel art 2d. In-Game asset. 2d. High contrast. No shadows
Make different variations this pixel art change clothes, change hairstyle
make different variations of this pixel art change hairstyle, clothing
make different hairstyle and clothing, you can use cap etc.
make different hairstyle and clothing
make different hairstyle and clothing
make different hairstyle and clothing, you can make punk
make different clothing, you can make it blonde
make different hairstyle and clothing, you can make man wearing hoodie
One Confetti paper pixelart 2d. In-Game asset. 2d. High contrast. No shadows
Remove band clicker write, make drum in the middle
Make it red
Make it green
Make it blue
make it white
make it purple
#F3D296 colour small arrow pixel art. In-Game asset. 2d. High contrast. No shadows
Change writing to the ''MENU''
Make empty pixel art game card. #f3d296 color. In-Game asset. 2d. High quality. No shadows
Remove ball,
Remove stick, left ball alone
Change writing to the ''BPM OPTIONS'' pixel art
Make audio's lines dark black, audio color dark gray. Make x's lines black and inside color red.
Remove audio, left x
Make it brown
Can you make it lighter
make it #7d522e
Money gun pixel art. Without money, horizontal. In-Game asset. 2d. High contrast. No shadows
Make it red box
Make it resd