User prompt
the basic shooter is still not shooting, why is that? all the enemies must share the same shootRate and shoot the same amount of bullets per second
User prompt
so just eliminate the cooldown entirely
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make all enemies shoot the same rate except the tank
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the enemies are not shooting, call the enemy shoot function in each enemy
Code edit (3 edits merged)
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remake the enemy shooting function to work like the players shooting function, through a shootRate variable and frame independent
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make it grow and shrink double its size and slower, half the speed
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animate the power ups to grow and shrink constantly, but just a little ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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add an image for each power up
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add an power up to shoot faster, setting the shootRate at 25; and add a new image to this power up
Code edit (4 edits merged)
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Please fix the bug: 'ReferenceError: deltaTime is not defined' in or related to this line: 'self.shootRate = 5; // Configurable shoot rate (bullets per second)' Line Number: 216
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Please fix the bug: 'ReferenceError: deltaTime is not defined' in or related to this line: 'self.shootRate = 5 * deltaTime; // Configurable shoot rate (bullets per second)' Line Number: 216
Code edit (1 edits merged)
Please save this source code
User prompt
add a variable to change the shoot rate manually
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stop the cool down and instead make the shoot rate be 2*deltaTime
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stop the cool down and instead make the shoot rate be 2*deltaTime
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make the shooting rate fps independent
Code edit (1 edits merged)
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add an image for each type of enemy
Code edit (1 edits merged)
Please save this source code
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make enemies shoot at enemyShootInterval rate
Code edit (2 edits merged)
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make the enemies alway shoot but at a high interval, add a variable to adjust that interval
User prompt
ensure no gaps between background images, and no overlaps
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Background elements that scrolls to create movement illusion var BackgroundTile = Container.expand(function () { var self = Container.call(this); var tileGraphics = self.attachAsset('backgroundTile', { anchorX: 0.5, anchorY: 0 }); self.speed = 2; //{6} // Start with slower speed self.update = function () { self.y += self.speed; // Reset position when it goes out of view if (self.y >= 2732) { // Calculate the exact position needed for seamless tiling // Find the tile that's highest up (lowest y value) var highestTile = self; var highestY = self.y; for (var i = 0; i < backgroundTiles.length; i++) { var tile = backgroundTiles[i]; if (tile !== self && tile.y < highestY) { highestTile = tile; highestY = tile.y; } } // Position this tile directly above the highest tile self.y = highestY - tileGraphics.height; } }; return self; }); // Game variables // Barrier obstacle var Barrier = Container.expand(function () { var self = Container.call(this); var barrierGraphics = self.attachAsset('barrier', { anchorX: 0.5, anchorY: 0.5 }); // Barrier properties self.health = 5; self.speed = 2; //{i} // Start with slower speed // Last position tracking for collision detection self.lastX = 0; self.lastY = 0; self.lastWasIntersecting = false; // Take damage self.takeDamage = function () { self.health--; if (self.health <= 0) { LK.getSound('explosion').play(); LK.setScore(LK.getScore() + 2); return true; // Barrier destroyed } return false; // Barrier still intact }; // Update called every frame self.update = function () { self.lastX = self.x; self.lastY = self.y; // Move downward self.y += self.speed; }; return self; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics; // Enemy properties self.health = 1; self.speed = 5; self.lane = 0; self.type = 'basic'; // basic, shooter, tank // Last position tracking for collision detection self.lastX = 0; self.lastY = 0; self.lastWasIntersecting = false; // Initialize enemy with type self.init = function (type, lane) { self.type = type; self.lane = lane; // Remove previous graphics if exists if (enemyGraphics) { self.removeChild(enemyGraphics); } if (type === 'basic') { enemyGraphics = self.attachAsset('enemyBasic', { anchorX: 0.5, anchorY: 0.5 }); self.health = 1; self.speed = 3; //{P} // Slower starting speed self.shootRate = 2; // Use same rate as shooter } else if (type === 'shooter') { enemyGraphics = self.attachAsset('enemyShooter', { anchorX: 0.5, anchorY: 0.5 }); self.health = 1; self.speed = 2.5; // Slower starting speed self.shootRate = 2; // Standard fire rate for enemies } else if (type === 'tank') { enemyGraphics = self.attachAsset('enemyTank', { anchorX: 0.5, anchorY: 0.5 }); self.health = 3; self.speed = 2; // Slower starting speed self.shootRate = 1; // Keep tank with different fire rate } }; // Shoot method for enemies self.shootRate = 5; // Base shoot rate (bullets per second) self.shootCooldown = 0; self.tryShoot = function () { // Use cooldown-based shooting like player if (self.shootCooldown <= 0) { var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y + 60; game.addChild(bullet); enemyBullets.push(bullet); // Set cooldown based on shoot rate self.shootCooldown = self.shootRate * LK.deltaTime; } }; // Take damage self.takeDamage = function () { self.health--; if (self.health <= 0) { LK.getSound('explosion').play(); LK.setScore(LK.getScore() + 1); return true; // Enemy destroyed } return false; // Enemy still alive }; // Update called every frame self.update = function () { self.lastX = self.x; self.lastY = self.y; // Move downward self.y += self.speed; // Update shooting cooldown if (self.shootCooldown > 0) { self.shootCooldown -= LK.deltaTime; } // Try to shoot if we're a shooting type if ((self.type === 'shooter' || self.type === 'tank') && self.y > 0) { self.tryShoot(); } }; return self; }); // Enemy bullet var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; // Last position tracking for collision detection self.lastX = 0; self.lastY = 0; self.lastWasIntersecting = false; self.update = function () { self.lastX = self.x; self.lastY = self.y; // Move bullet downward using delta time var frameRate = 60; // Base frame rate var speedMultiplier = LK.deltaTime * frameRate; // Adjust speed based on actual frame time self.y += self.speed * speedMultiplier; }; return self; }); // Lane definitions for positioning var Lane = Container.expand(function () { var self = Container.call(this); var laneGraphics = self.attachAsset('lane', { anchorX: 0.5, anchorY: 0 }); return self; }); // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); // Player properties self.currentLane = 1; // 0=left, 1=center, 2=right self.shootCooldown = 0; self.shootRate = 50; // Configurable shoot rate (bullets per second) self.bulletType = 'normal'; // normal, double, triple self.powerUpTimer = 0; self.isAlive = true; // Last position tracking for collision detection self.lastX = 0; self.lastY = 0; self.lastWasIntersecting = false; // Movement handling self.moveTo = function (laneIndex) { if (laneIndex >= 0 && laneIndex <= 2) { self.currentLane = laneIndex; } }; // Shoot method self.shoot = function () { // Use the configurable shootRate variable instead of hard-coded value if (self.shootCooldown <= 0) { LK.getSound('shoot').play(); if (self.bulletType === 'normal') { // Create a single bullet var bullet = new PlayerBullet(); bullet.x = self.x; bullet.y = self.y - 60; game.addChild(bullet); playerBullets.push(bullet); } else if (self.bulletType === 'double') { // Create two side-by-side bullets var bullet1 = new PlayerBullet(); bullet1.x = self.x - 30; bullet1.y = self.y - 60; game.addChild(bullet1); playerBullets.push(bullet1); var bullet2 = new PlayerBullet(); bullet2.x = self.x + 30; bullet2.y = self.y - 60; game.addChild(bullet2); playerBullets.push(bullet2); } else if (self.bulletType === 'triple') { // Create three bullets - one forward and two diagonal var bulletCenter = new PlayerBullet(); bulletCenter.x = self.x; bulletCenter.y = self.y - 60; game.addChild(bulletCenter); playerBullets.push(bulletCenter); var bulletLeft = new PlayerBullet(); bulletLeft.x = self.x - 30; bulletLeft.y = self.y - 60; bulletLeft.angle = -15; // Diagonal left game.addChild(bulletLeft); playerBullets.push(bulletLeft); var bulletRight = new PlayerBullet(); bulletRight.x = self.x + 30; bulletRight.y = self.y - 60; bulletRight.angle = 15; // Diagonal right game.addChild(bulletRight); playerBullets.push(bulletRight); } // Set cooldown based on the configurable shootRate variable self.shootCooldown = self.shootRate * LK.deltaTime; } }; // Power-up activation self.activatePowerUp = function (type) { LK.getSound('powerUp').play(); if (type === 'fastShoot') { self.setShootRate(25); // Set faster shooting rate self.bulletType = 'normal'; // Keep normal bullet type } else { self.bulletType = type; self.setShootRate(50); // Reset to default rate } self.powerUpTimer = 300; // 5 seconds at 60fps }; // Method to change the shoot rate self.setShootRate = function (rate) { if (rate > 0) { self.shootRate = rate; } }; // Update called every frame self.update = function () { self.lastX = self.x; self.lastY = self.y; // Handle cooldowns directly (not converting from frames) if (self.shootCooldown > 0) { self.shootCooldown -= LK.deltaTime; } // Power-up timer using delta time if (self.powerUpTimer > 0) { self.powerUpTimer -= LK.deltaTime / (1 / 60); if (self.powerUpTimer <= 0) { self.bulletType = 'normal'; self.setShootRate(50); // Reset shooting rate to default } } // Auto-shoot self.shoot(); }; return self; }); // Player bullet var PlayerBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('playerBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 20; self.angle = 0; // 0 = straight, positive/negative for diagonal // Last position tracking for collision detection self.lastX = 0; self.lastY = 0; self.lastWasIntersecting = false; self.update = function () { self.lastX = self.x; self.lastY = self.y; // Move bullet based on angle using delta time var radians = self.angle * (Math.PI / 180); var frameRate = 60; // Base frame rate var speedMultiplier = LK.deltaTime * frameRate; // Adjust speed based on actual frame time self.x += Math.sin(radians) * self.speed * speedMultiplier; self.y -= Math.cos(radians) * self.speed * speedMultiplier; }; return self; }); // Power-up class var PowerUp = Container.expand(function () { var self = Container.call(this); // Start with a placeholder that will be replaced in init() var powerUpGraphics = self.attachAsset('doublePowerUp', { anchorX: 0.5, anchorY: 0.5 }); // Power-up properties self.type = 'double'; // double, triple self.speed = 2; //{2h} // Start with slower speed // Last position tracking for collision detection self.lastX = 0; self.lastY = 0; self.lastWasIntersecting = false; // Initialize power-up with type self.init = function (type) { self.type = type; // Remove existing graphics self.removeChild(powerUpGraphics); // Use appropriate image based on power-up type if (type === 'double') { powerUpGraphics = self.attachAsset('doublePowerUp', { anchorX: 0.5, anchorY: 0.5 }); } else if (type === 'triple') { powerUpGraphics = self.attachAsset('triplePowerUp', { anchorX: 0.5, anchorY: 0.5 }); } else if (type === 'fastShoot') { powerUpGraphics = self.attachAsset('fastShootPowerUp', { anchorX: 0.5, anchorY: 0.5 }); } // Add pulsating animation to the power-up function startPulseAnimation() { // Grow slightly tween(powerUpGraphics, { scaleX: 1.1, scaleY: 1.1 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { // Shrink back tween(powerUpGraphics, { scaleX: 0.9, scaleY: 0.9 }, { duration: 800, easing: tween.easeInOut, onFinish: startPulseAnimation }); } }); } // Start the animation startPulseAnimation(); }; // Update called every frame self.update = function () { self.lastX = self.x; self.lastY = self.y; // Move downward self.y += self.speed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Import tween plugin // Player, enemies and bullets // Environment and obstacles // Power-ups // Sounds // Background // Game variables // Add deltaTime calculation if it's not provided by LK engine if (typeof LK.deltaTime === 'undefined') { LK.lastTime = Date.now(); LK.deltaTime = 1 / 60; // Default to 60fps // Update deltaTime before each frame LK.on('tick', function () { var now = Date.now(); LK.deltaTime = Math.min(0.1, (now - LK.lastTime) / 1000); // Cap at 0.1s to prevent huge jumps LK.lastTime = now; }); } var player; var lanes = []; var lanePositions = [512, 1024, 1536]; // The three lanes X positions var playerBullets = []; var enemies = []; var enemyBullets = []; var barriers = []; var powerUps = []; var backgroundTiles = []; var gameSpeed = 2; // Start with slower speed var difficulty = 0.5; // Start with lower difficulty var spawnTimer = 0; var barrierTimer = 0; var powerUpTimer = 0; var difficultyIncreaseRate = 0.05; // How fast difficulty increases var maxDifficulty = 6; // Cap on maximum difficulty // Touch tracking for swipe detection var touchStartX = null; var touchStartY = null; // Initialize the game elements function initGame() { // Play background music with loop LK.playMusic('bgMusic', { fade: { start: 0, end: 0.7, duration: 1000 } }); // Set up background var bgTileHeight = LK.getAsset('backgroundTile', {}).height; var numTilesNeeded = Math.ceil(2732 / bgTileHeight) + 1; // One extra for seamless scrolling for (var i = 0; i < numTilesNeeded; i++) { var bgTile = new BackgroundTile(); bgTile.x = 1024; // Center of screen bgTile.y = i * bgTileHeight; // Position tiles exactly adjacent to each other backgroundTiles.push(bgTile); game.addChild(bgTile); } // Create the lane markers for (var i = 0; i < 2; i++) { var lane = new Lane(); lane.x = lanePositions[i] + (lanePositions[1] - lanePositions[0]) / 2; // Position between lanes lane.y = 0; lane.alpha = 0.3; lanes.push(lane); game.addChild(lane); } // Create the player player = new Player(); player.x = lanePositions[1]; // Start in center lane player.y = 2732 - 300; // Near bottom of screen game.addChild(player); // Initialize score display var scoreBackground = game.addChild(LK.getAsset('scoreBackground', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 80, alpha: 0.7 })); var scoreTxt = new Text2('0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0.5); scoreTxt.x = 1024; scoreTxt.y = 80; game.addChild(scoreTxt); // Update score display every second LK.setInterval(function () { scoreTxt.setText("SCORE: " + LK.getScore()); }, 1000); } // Spawn a new enemy function spawnEnemy() { var laneIndex = Math.floor(Math.random() * 3); var enemyType = 'basic'; // Determine enemy type based on difficulty var typeRoll = Math.random(); if (difficulty >= 2) { if (typeRoll < 0.3) { enemyType = 'shooter'; } else if (typeRoll < 0.4 && difficulty >= 3) { enemyType = 'tank'; } } var enemy = new Enemy(); enemy.init(enemyType, laneIndex); enemy.x = lanePositions[laneIndex]; enemy.y = -100; game.addChild(enemy); enemies.push(enemy); } // Spawn a barrier across all lanes function spawnBarrier() { var barrier = new Barrier(); barrier.x = 1024; // Center of screen barrier.y = -100; game.addChild(barrier); barriers.push(barrier); } // Spawn a power-up function spawnPowerUp() { var laneIndex = Math.floor(Math.random() * 3); var randomValue = Math.random(); var powerUpType; if (randomValue < 0.33) { powerUpType = 'double'; } else if (randomValue < 0.66) { powerUpType = 'triple'; } else { powerUpType = 'fastShoot'; // Add fast shoot power-up type } var powerUp = new PowerUp(); powerUp.init(powerUpType); powerUp.x = lanePositions[laneIndex]; powerUp.y = -100; game.addChild(powerUp); powerUps.push(powerUp); } // Increase difficulty over time function updateDifficulty() { // More gradual difficulty increase based on score var targetDifficulty = Math.min(maxDifficulty, 0.5 + LK.getScore() / 20); // Smooth difficulty transition instead of sudden jumps difficulty += (targetDifficulty - difficulty) * difficultyIncreaseRate; // Calculate game speed based on smoothed difficulty var targetSpeed = 2 + Math.min(difficulty, 4); gameSpeed += (targetSpeed - gameSpeed) * 0.05; // Update game elements with new speed for (var i = 0; i < backgroundTiles.length; i++) { backgroundTiles[i].speed = gameSpeed; } for (var i = 0; i < enemies.length; i++) { var speedModifier = enemies[i].type === 'basic' ? 1 : 0; var targetEnemySpeed = gameSpeed + speedModifier; enemies[i].speed = targetEnemySpeed; } for (var i = 0; i < barriers.length; i++) { barriers[i].speed = gameSpeed; } for (var i = 0; i < powerUps.length; i++) { powerUps[i].speed = gameSpeed; } } // Handle touch input for lane changing game.down = function (x, y, obj) { // Store touch start position for swipe detection game.touchStartX = x; game.touchStartY = y; }; // Handle touch move events for swipe detection game.move = function (x, y, obj) { // Skip if no touch start position is recorded if (!game.touchStartX) { return; } }; // Handle touch up events for swipe detection game.up = function (x, y, obj) { // Skip if no touch start position is recorded if (!game.touchStartX) { return; } // Calculate horizontal distance moved var deltaX = x - game.touchStartX; var deltaY = y - game.touchStartY; // Only process horizontal swipes (ignore vertical) if (Math.abs(deltaX) > Math.abs(deltaY) && Math.abs(deltaX) > 50) { if (deltaX < 0 && player.currentLane > 0) { // Swipe left - move to left lane player.moveTo(player.currentLane - 1); } else if (deltaX > 0 && player.currentLane < 2) { // Swipe right - move to right lane player.moveTo(player.currentLane + 1); } } // Reset touch start position game.touchStartX = null; game.touchStartY = null; }; // Main update function game.update = function () { // Initialize game on first update if (!player) { initGame(); return; } // Update player position based on current lane var targetX = lanePositions[player.currentLane]; player.x += (targetX - player.x) * 0.2; // Smooth movement // Update all game elements player.update(); // Update background tiles for (var i = 0; i < backgroundTiles.length; i++) { backgroundTiles[i].update(); } // Update and check player bullets for (var i = playerBullets.length - 1; i >= 0; i--) { var bullet = playerBullets[i]; bullet.update(); // Remove bullets that go off screen if (bullet.y < -50) { bullet.destroy(); playerBullets.splice(i, 1); continue; } // Check for collisions with enemies var hitEnemy = false; for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (!bullet.lastWasIntersecting && bullet.intersects(enemy)) { bullet.lastWasIntersecting = true; if (enemy.takeDamage()) { enemy.destroy(); enemies.splice(j, 1); } hitEnemy = true; break; } } // Check for collisions with barriers if (!hitEnemy) { for (var j = barriers.length - 1; j >= 0; j--) { var barrier = barriers[j]; if (!bullet.lastWasIntersecting && bullet.intersects(barrier)) { bullet.lastWasIntersecting = true; if (barrier.takeDamage()) { barrier.destroy(); barriers.splice(j, 1); } hitEnemy = true; break; } } } // Remove bullet if it hit something if (hitEnemy) { bullet.destroy(); playerBullets.splice(i, 1); } } // Update and check enemy bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { var bullet = enemyBullets[i]; bullet.update(); // Remove bullets that go off screen if (bullet.y > 2732 + 50) { bullet.destroy(); enemyBullets.splice(i, 1); continue; } // Check for collision with player if (!bullet.lastWasIntersecting && bullet.intersects(player) && player.isAlive) { bullet.lastWasIntersecting = true; // Player hit by enemy bullet - game over player.isAlive = false; LK.effects.flashScreen(0xff0000, 1000); LK.setTimeout(function () { LK.showGameOver(); }, 1000); break; } } // Update and check enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; enemy.update(); // Remove enemies that go off screen if (enemy.y > 2732 + 100) { enemy.destroy(); enemies.splice(i, 1); continue; } // Check for collision with player if (!enemy.lastWasIntersecting && enemy.intersects(player) && player.isAlive) { enemy.lastWasIntersecting = true; // Player hit by enemy - game over player.isAlive = false; LK.effects.flashScreen(0xff0000, 1000); LK.setTimeout(function () { LK.showGameOver(); }, 1000); break; } } // Update and check barriers for (var i = barriers.length - 1; i >= 0; i--) { var barrier = barriers[i]; barrier.update(); // Remove barriers that go off screen if (barrier.y > 2732 + 100) { barrier.destroy(); barriers.splice(i, 1); continue; } // Check for collision with player if (!barrier.lastWasIntersecting && barrier.intersects(player) && player.isAlive) { barrier.lastWasIntersecting = true; // Player hit by barrier - game over player.isAlive = false; LK.effects.flashScreen(0xff0000, 1000); LK.setTimeout(function () { LK.showGameOver(); }, 1000); break; } } // Update and check power-ups for (var i = powerUps.length - 1; i >= 0; i--) { var powerUp = powerUps[i]; powerUp.update(); // Remove power-ups that go off screen if (powerUp.y > 2732 + 100) { powerUp.destroy(); powerUps.splice(i, 1); continue; } // Check for collision with player if (!powerUp.lastWasIntersecting && powerUp.intersects(player)) { powerUp.lastWasIntersecting = true; // Player got power-up player.activatePowerUp(powerUp.type); powerUp.destroy(); powerUps.splice(i, 1); } } // Spawn timers spawnTimer--; barrierTimer--; powerUpTimer--; // Spawn enemies if (spawnTimer <= 0) { spawnEnemy(); // Longer spawn intervals that decrease more slowly with difficulty spawnTimer = Math.max(60, 120 - difficulty * 8); // Slower spawn rate at the beginning } // Spawn barriers occasionally if (barrierTimer <= 0 && difficulty >= 1.5) { // Lower threshold for barriers spawnBarrier(); barrierTimer = 400; // Every ~6.6 seconds (longer than original) } // Spawn power-ups occasionally if (powerUpTimer <= 0) { spawnPowerUp(); powerUpTimer = 600 + Math.max(0, 300 - difficulty * 50); // Power-ups more frequent as game progresses } // Update difficulty based on score updateDifficulty(); };
===================================================================
--- original.js
+++ change.js
@@ -96,25 +96,25 @@
anchorY: 0.5
});
self.health = 1;
self.speed = 3; //{P} // Slower starting speed
- self.shootRate = 0.5; // Shots per second
+ self.shootRate = 2; // Use same rate as shooter
} else if (type === 'shooter') {
enemyGraphics = self.attachAsset('enemyShooter', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 1;
self.speed = 2.5; // Slower starting speed
- self.shootRate = 2; // Moderate fire rate
+ self.shootRate = 2; // Standard fire rate for enemies
} else if (type === 'tank') {
enemyGraphics = self.attachAsset('enemyTank', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 3;
self.speed = 2; // Slower starting speed
- self.shootRate = 1; // Slow fire rate
+ self.shootRate = 1; // Keep tank with different fire rate
}
};
// Shoot method for enemies
self.shootRate = 5; // Base shoot rate (bullets per second)
an 16bit 20x40 yellow bullet. In-Game asset. 2d. High contrast. No shadows
a tank from a top down view in realistic 16bit 90s retro game style. the tank should have its bazooka point straight forward, it should be seen from above so no wheels should be seen. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
make it redish like a ruby
make it so there are 2 bullets side by side
make it so that there are 3 bullets, the one on the left inclined diagonally to the left, the one in the middle forward and the one on the right inclined diagonally to the right
make it so that there are two bullets one above the other like this 2 dots, :
an 16bit 20x40 red heart. In-Game asset. 2d. High contrast. No shadows
make it just an round hole with spikes in it seen from above
create an simple retangular play button image writen "play" in it, make it in a 16bit style. In-Game asset. 2d. High contrast. No shadows
Create an title image written "Bullet Rush" in it, add some elements of war like bulets and make it in a semirealistic 16bit style. In-Game asset. 2d. High contrast. No shadows
make soldier laying in with belly up dead