User prompt
Add two animatronics every night. Let it go forever.
User prompt
Battery will decrease more slowly
User prompt
Geceleri çocuklar olmasın
User prompt
Remove the top left one
User prompt
Tables all on the edges
User prompt
Reduce the number of tables
User prompt
When the animatronics see the flashlight, they move closer to the edges and get scared, ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
More range for the flashlight
User prompt
Let there be children walking around but not attacking ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Masalar daha düzgün olsun ve bazıları tıklanabilir olsun
User prompt
Tables around
User prompt
Final score'u gece hayatta kalınan her saniye için 10 arttır
User prompt
Oyuncu animatroniklere değdiğinde oyun bitsin
User prompt
Animatronikler ışığı görünce geri çekils ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
When the orders are taken, make sure the hot dog in the cooking station on the table is gone
User prompt
Sosislilere tıkladığımda sipariş alınmış olsun
User prompt
I want to move the player
User prompt
Bir flashlight butonu ekle de ona bastığımda flashlight yansın ve yandığı sürece battery yüzdesi azalsın
User prompt
Show player when the game starts
User prompt
Create an asset for the player
Code edit (1 edits merged)
Please save this source code
User prompt
Working at Huls
Initial prompt
Make me a game named Working at Huls. A man works in a hot dog shop. In the morning, he takes orders and cooks. At night, fire the animatronics with a flashlight.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Animatronic = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('animatronic', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 1;
self.targetX = 1024;
self.targetY = 1366;
self.health = 100;
self.maxHealth = 100;
self.isStunned = false;
self.stunnedTime = 0;
self.update = function () {
if (self.isStunned) {
self.stunnedTime--;
if (self.stunnedTime <= 0) {
self.isStunned = false;
}
return;
}
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 5) {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
} else {
// Reached player
gameOver();
}
};
self.takeDamage = function (amount) {
self.health -= amount;
self.isStunned = true;
self.stunnedTime = 30; // 0.5 seconds
if (self.health <= 0) {
self.destroy();
animatronics.splice(animatronics.indexOf(self), 1);
}
};
return self;
});
var CookingStation = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('cookingStation', {
anchorX: 0.5,
anchorY: 0.5
});
self.currentHotDog = null;
self.startCooking = function () {
if (!self.currentHotDog) {
var hotdog = new HotDog();
hotdog.x = 0;
hotdog.y = -20;
self.addChild(hotdog);
self.currentHotDog = hotdog;
LK.getSound('cooking').play();
}
};
self.down = function (x, y, obj) {
if (gamePhase === 'day' && self.currentHotDog && self.currentHotDog.isCooked) {
serveHotDog();
}
};
return self;
});
var HotDog = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('hotdog', {
anchorX: 0.5,
anchorY: 0.5
});
self.isCooked = false;
self.cookTime = 0;
self.maxCookTime = 180; // 3 seconds at 60fps
self.update = function () {
if (!self.isCooked && self.cookTime < self.maxCookTime) {
self.cookTime++;
if (self.cookTime >= self.maxCookTime) {
self.isCooked = true;
graphics.tint = 0x8B4513; // Darker brown when cooked
}
}
};
return self;
});
var OrderTicket = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('orderTicket', {
anchorX: 0.5,
anchorY: 0.5
});
var orderText = new Text2('Hot Dog', {
size: 24,
fill: 0x000000
});
orderText.anchor.set(0.5, 0.5);
self.addChild(orderText);
self.isCompleted = false;
self.down = function (x, y, obj) {
if (!self.isCompleted && gamePhase === 'day') {
startCooking();
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2F4F4F
});
/****
* Game Code
****/
// Game state variables
var gamePhase = 'day'; // 'day' or 'night'
var dayTime = 0;
var nightTime = 0;
var maxDayTime = 1800; // 30 seconds
var maxNightTime = 1800; // 30 seconds
var currentDay = 1;
var ordersServed = 0;
var ordersNeeded = 3;
// Day phase elements
var orders = [];
var cookingStations = [];
var currentCooking = null;
// Night phase elements
var player;
var animatronics = [];
var flashlightActive = false;
var flashlightBattery = 100;
var maxBattery = 100;
var batteryDrainRate = 1;
var batteryRechargeRate = 0.5;
var flashlightBeam;
// UI elements
var phaseText = new Text2('DAY SHIFT', {
size: 48,
fill: 0xFFFFFF
});
phaseText.anchor.set(0.5, 0);
LK.gui.top.addChild(phaseText);
var scoreText = new Text2('Orders: 0/3', {
size: 36,
fill: 0xFFFFFF
});
scoreText.anchor.set(0, 0);
scoreText.x = 120;
scoreText.y = 20;
LK.gui.topLeft.addChild(scoreText);
var batteryText = new Text2('Battery: 100%', {
size: 36,
fill: 0xFFFFFF
});
batteryText.anchor.set(1, 0);
LK.gui.topRight.addChild(batteryText);
var timeText = new Text2('Time: 30s', {
size: 36,
fill: 0xFFFFFF
});
timeText.anchor.set(0.5, 0);
timeText.y = 80;
LK.gui.top.addChild(timeText);
// Initialize day phase
function initDayPhase() {
gamePhase = 'day';
dayTime = 0;
ordersServed = 0;
phaseText.setText('DAY SHIFT - Day ' + currentDay);
game.setBackgroundColor(0x87CEEB);
// Clear night elements
if (player) {
player.destroy();
player = null;
}
for (var i = animatronics.length - 1; i >= 0; i--) {
animatronics[i].destroy();
}
animatronics = [];
if (flashlightBeam) {
flashlightBeam.destroy();
flashlightBeam = null;
}
// Create cooking station
var station = game.addChild(new CookingStation());
station.x = 1024;
station.y = 1000;
cookingStations = [station];
// Create initial orders
createOrder();
}
function initNightPhase() {
gamePhase = 'night';
nightTime = 0;
phaseText.setText('NIGHT SHIFT - Day ' + currentDay);
game.setBackgroundColor(0x191970);
flashlightBattery = maxBattery;
// Clear day elements
for (var i = orders.length - 1; i >= 0; i--) {
orders[i].destroy();
}
orders = [];
for (var i = cookingStations.length - 1; i >= 0; i--) {
cookingStations[i].destroy();
}
cookingStations = [];
// Create player
player = game.addChild(LK.getAsset('player', {
anchorX: 0.5,
anchorY: 0.5
}));
player.x = 1024;
player.y = 1366;
// Create flashlight beam
flashlightBeam = game.addChild(LK.getAsset('flashlightBeam', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
}));
// Spawn initial animatronics
spawnAnimatronic();
}
function createOrder() {
if (orders.length < 2) {
var order = game.addChild(new OrderTicket());
order.x = 300 + orders.length * 250;
order.y = 200;
orders.push(order);
}
}
function startCooking() {
if (cookingStations.length > 0) {
cookingStations[0].startCooking();
}
}
function serveHotDog() {
if (cookingStations.length > 0 && cookingStations[0].currentHotDog) {
cookingStations[0].currentHotDog.destroy();
cookingStations[0].currentHotDog = null;
ordersServed++;
LK.getSound('serve').play();
// Remove an order
if (orders.length > 0) {
orders[0].destroy();
orders.splice(0, 1);
}
// Create new order if needed
createOrder();
scoreText.setText('Orders: ' + ordersServed + '/' + ordersNeeded);
LK.setScore(ordersServed * 10);
}
}
function spawnAnimatronic() {
var animatronic = game.addChild(new Animatronic());
// Spawn from random edge
var edge = Math.floor(Math.random() * 4);
switch (edge) {
case 0:
// Top
animatronic.x = Math.random() * 2048;
animatronic.y = -100;
break;
case 1:
// Right
animatronic.x = 2148;
animatronic.y = Math.random() * 2732;
break;
case 2:
// Bottom
animatronic.x = Math.random() * 2048;
animatronic.y = 2832;
break;
case 3:
// Left
animatronic.x = -100;
animatronic.y = Math.random() * 2732;
break;
}
animatronic.speed = 1 + currentDay * 0.5;
animatronics.push(animatronic);
LK.getSound('animatronicMove').play();
}
function updateFlashlight(x, y) {
if (player && flashlightBeam) {
flashlightBeam.x = player.x;
flashlightBeam.y = player.y;
var dx = x - player.x;
var dy = y - player.y;
var angle = Math.atan2(dy, dx);
flashlightBeam.rotation = angle;
if (flashlightActive && flashlightBattery > 0) {
flashlightBeam.alpha = 0.7;
// Check for animatronics in flashlight beam
for (var i = 0; i < animatronics.length; i++) {
var animatronic = animatronics[i];
var distance = Math.sqrt(Math.pow(animatronic.x - player.x, 2) + Math.pow(animatronic.y - player.y, 2));
if (distance < 200) {
var animatronicAngle = Math.atan2(animatronic.y - player.y, animatronic.x - player.x);
var angleDiff = Math.abs(angle - animatronicAngle);
if (angleDiff < Math.PI / 4) {
// 45 degree cone
animatronic.takeDamage(2);
}
}
}
} else {
flashlightBeam.alpha = 0;
}
}
}
function gameOver() {
LK.showGameOver();
}
function nextDay() {
currentDay++;
ordersNeeded += 1;
initDayPhase();
}
// Game controls
game.down = function (x, y, obj) {
if (gamePhase === 'night') {
flashlightActive = true;
updateFlashlight(x, y);
LK.getSound('flashlightClick').play();
}
};
game.up = function (x, y, obj) {
if (gamePhase === 'night') {
flashlightActive = false;
updateFlashlight(x, y);
}
};
game.move = function (x, y, obj) {
if (gamePhase === 'night' && flashlightActive) {
updateFlashlight(x, y);
}
};
// Main game loop
game.update = function () {
if (gamePhase === 'day') {
dayTime++;
var remainingTime = Math.ceil((maxDayTime - dayTime) / 60);
timeText.setText('Time: ' + remainingTime + 's');
if (dayTime >= maxDayTime || ordersServed >= ordersNeeded) {
if (ordersServed >= ordersNeeded) {
initNightPhase();
} else {
gameOver();
}
}
// Occasionally create new orders
if (dayTime % 300 === 0) {
createOrder();
}
} else if (gamePhase === 'night') {
nightTime++;
var remainingTime = Math.ceil((maxNightTime - nightTime) / 60);
timeText.setText('Time: ' + remainingTime + 's');
// Update flashlight battery
if (flashlightActive && flashlightBattery > 0) {
flashlightBattery -= batteryDrainRate;
if (flashlightBattery < 0) flashlightBattery = 0;
} else if (!flashlightActive && flashlightBattery < maxBattery) {
flashlightBattery += batteryRechargeRate;
if (flashlightBattery > maxBattery) flashlightBattery = maxBattery;
}
batteryText.setText('Battery: ' + Math.floor(flashlightBattery) + '%');
// Spawn animatronics
if (nightTime % (300 - currentDay * 30) === 0 && nightTime < maxNightTime - 300) {
spawnAnimatronic();
}
// Check win condition
if (nightTime >= maxNightTime) {
if (currentDay >= 5) {
LK.showYouWin();
} else {
nextDay();
}
}
}
};
// Start the game
initDayPhase(); ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,396 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
+* Classes
+****/
+var Animatronic = Container.expand(function () {
+ var self = Container.call(this);
+ var graphics = self.attachAsset('animatronic', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 1;
+ self.targetX = 1024;
+ self.targetY = 1366;
+ self.health = 100;
+ self.maxHealth = 100;
+ self.isStunned = false;
+ self.stunnedTime = 0;
+ self.update = function () {
+ if (self.isStunned) {
+ self.stunnedTime--;
+ if (self.stunnedTime <= 0) {
+ self.isStunned = false;
+ }
+ return;
+ }
+ var dx = self.targetX - self.x;
+ var dy = self.targetY - self.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance > 5) {
+ self.x += dx / distance * self.speed;
+ self.y += dy / distance * self.speed;
+ } else {
+ // Reached player
+ gameOver();
+ }
+ };
+ self.takeDamage = function (amount) {
+ self.health -= amount;
+ self.isStunned = true;
+ self.stunnedTime = 30; // 0.5 seconds
+ if (self.health <= 0) {
+ self.destroy();
+ animatronics.splice(animatronics.indexOf(self), 1);
+ }
+ };
+ return self;
+});
+var CookingStation = Container.expand(function () {
+ var self = Container.call(this);
+ var graphics = self.attachAsset('cookingStation', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.currentHotDog = null;
+ self.startCooking = function () {
+ if (!self.currentHotDog) {
+ var hotdog = new HotDog();
+ hotdog.x = 0;
+ hotdog.y = -20;
+ self.addChild(hotdog);
+ self.currentHotDog = hotdog;
+ LK.getSound('cooking').play();
+ }
+ };
+ self.down = function (x, y, obj) {
+ if (gamePhase === 'day' && self.currentHotDog && self.currentHotDog.isCooked) {
+ serveHotDog();
+ }
+ };
+ return self;
+});
+var HotDog = Container.expand(function () {
+ var self = Container.call(this);
+ var graphics = self.attachAsset('hotdog', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.isCooked = false;
+ self.cookTime = 0;
+ self.maxCookTime = 180; // 3 seconds at 60fps
+ self.update = function () {
+ if (!self.isCooked && self.cookTime < self.maxCookTime) {
+ self.cookTime++;
+ if (self.cookTime >= self.maxCookTime) {
+ self.isCooked = true;
+ graphics.tint = 0x8B4513; // Darker brown when cooked
+ }
+ }
+ };
+ return self;
+});
+var OrderTicket = Container.expand(function () {
+ var self = Container.call(this);
+ var graphics = self.attachAsset('orderTicket', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ var orderText = new Text2('Hot Dog', {
+ size: 24,
+ fill: 0x000000
+ });
+ orderText.anchor.set(0.5, 0.5);
+ self.addChild(orderText);
+ self.isCompleted = false;
+ self.down = function (x, y, obj) {
+ if (!self.isCompleted && gamePhase === 'day') {
+ startCooking();
+ }
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x2F4F4F
+});
+
+/****
+* Game Code
+****/
+// Game state variables
+var gamePhase = 'day'; // 'day' or 'night'
+var dayTime = 0;
+var nightTime = 0;
+var maxDayTime = 1800; // 30 seconds
+var maxNightTime = 1800; // 30 seconds
+var currentDay = 1;
+var ordersServed = 0;
+var ordersNeeded = 3;
+// Day phase elements
+var orders = [];
+var cookingStations = [];
+var currentCooking = null;
+// Night phase elements
+var player;
+var animatronics = [];
+var flashlightActive = false;
+var flashlightBattery = 100;
+var maxBattery = 100;
+var batteryDrainRate = 1;
+var batteryRechargeRate = 0.5;
+var flashlightBeam;
+// UI elements
+var phaseText = new Text2('DAY SHIFT', {
+ size: 48,
+ fill: 0xFFFFFF
+});
+phaseText.anchor.set(0.5, 0);
+LK.gui.top.addChild(phaseText);
+var scoreText = new Text2('Orders: 0/3', {
+ size: 36,
+ fill: 0xFFFFFF
+});
+scoreText.anchor.set(0, 0);
+scoreText.x = 120;
+scoreText.y = 20;
+LK.gui.topLeft.addChild(scoreText);
+var batteryText = new Text2('Battery: 100%', {
+ size: 36,
+ fill: 0xFFFFFF
+});
+batteryText.anchor.set(1, 0);
+LK.gui.topRight.addChild(batteryText);
+var timeText = new Text2('Time: 30s', {
+ size: 36,
+ fill: 0xFFFFFF
+});
+timeText.anchor.set(0.5, 0);
+timeText.y = 80;
+LK.gui.top.addChild(timeText);
+// Initialize day phase
+function initDayPhase() {
+ gamePhase = 'day';
+ dayTime = 0;
+ ordersServed = 0;
+ phaseText.setText('DAY SHIFT - Day ' + currentDay);
+ game.setBackgroundColor(0x87CEEB);
+ // Clear night elements
+ if (player) {
+ player.destroy();
+ player = null;
+ }
+ for (var i = animatronics.length - 1; i >= 0; i--) {
+ animatronics[i].destroy();
+ }
+ animatronics = [];
+ if (flashlightBeam) {
+ flashlightBeam.destroy();
+ flashlightBeam = null;
+ }
+ // Create cooking station
+ var station = game.addChild(new CookingStation());
+ station.x = 1024;
+ station.y = 1000;
+ cookingStations = [station];
+ // Create initial orders
+ createOrder();
+}
+function initNightPhase() {
+ gamePhase = 'night';
+ nightTime = 0;
+ phaseText.setText('NIGHT SHIFT - Day ' + currentDay);
+ game.setBackgroundColor(0x191970);
+ flashlightBattery = maxBattery;
+ // Clear day elements
+ for (var i = orders.length - 1; i >= 0; i--) {
+ orders[i].destroy();
+ }
+ orders = [];
+ for (var i = cookingStations.length - 1; i >= 0; i--) {
+ cookingStations[i].destroy();
+ }
+ cookingStations = [];
+ // Create player
+ player = game.addChild(LK.getAsset('player', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ }));
+ player.x = 1024;
+ player.y = 1366;
+ // Create flashlight beam
+ flashlightBeam = game.addChild(LK.getAsset('flashlightBeam', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0
+ }));
+ // Spawn initial animatronics
+ spawnAnimatronic();
+}
+function createOrder() {
+ if (orders.length < 2) {
+ var order = game.addChild(new OrderTicket());
+ order.x = 300 + orders.length * 250;
+ order.y = 200;
+ orders.push(order);
+ }
+}
+function startCooking() {
+ if (cookingStations.length > 0) {
+ cookingStations[0].startCooking();
+ }
+}
+function serveHotDog() {
+ if (cookingStations.length > 0 && cookingStations[0].currentHotDog) {
+ cookingStations[0].currentHotDog.destroy();
+ cookingStations[0].currentHotDog = null;
+ ordersServed++;
+ LK.getSound('serve').play();
+ // Remove an order
+ if (orders.length > 0) {
+ orders[0].destroy();
+ orders.splice(0, 1);
+ }
+ // Create new order if needed
+ createOrder();
+ scoreText.setText('Orders: ' + ordersServed + '/' + ordersNeeded);
+ LK.setScore(ordersServed * 10);
+ }
+}
+function spawnAnimatronic() {
+ var animatronic = game.addChild(new Animatronic());
+ // Spawn from random edge
+ var edge = Math.floor(Math.random() * 4);
+ switch (edge) {
+ case 0:
+ // Top
+ animatronic.x = Math.random() * 2048;
+ animatronic.y = -100;
+ break;
+ case 1:
+ // Right
+ animatronic.x = 2148;
+ animatronic.y = Math.random() * 2732;
+ break;
+ case 2:
+ // Bottom
+ animatronic.x = Math.random() * 2048;
+ animatronic.y = 2832;
+ break;
+ case 3:
+ // Left
+ animatronic.x = -100;
+ animatronic.y = Math.random() * 2732;
+ break;
+ }
+ animatronic.speed = 1 + currentDay * 0.5;
+ animatronics.push(animatronic);
+ LK.getSound('animatronicMove').play();
+}
+function updateFlashlight(x, y) {
+ if (player && flashlightBeam) {
+ flashlightBeam.x = player.x;
+ flashlightBeam.y = player.y;
+ var dx = x - player.x;
+ var dy = y - player.y;
+ var angle = Math.atan2(dy, dx);
+ flashlightBeam.rotation = angle;
+ if (flashlightActive && flashlightBattery > 0) {
+ flashlightBeam.alpha = 0.7;
+ // Check for animatronics in flashlight beam
+ for (var i = 0; i < animatronics.length; i++) {
+ var animatronic = animatronics[i];
+ var distance = Math.sqrt(Math.pow(animatronic.x - player.x, 2) + Math.pow(animatronic.y - player.y, 2));
+ if (distance < 200) {
+ var animatronicAngle = Math.atan2(animatronic.y - player.y, animatronic.x - player.x);
+ var angleDiff = Math.abs(angle - animatronicAngle);
+ if (angleDiff < Math.PI / 4) {
+ // 45 degree cone
+ animatronic.takeDamage(2);
+ }
+ }
+ }
+ } else {
+ flashlightBeam.alpha = 0;
+ }
+ }
+}
+function gameOver() {
+ LK.showGameOver();
+}
+function nextDay() {
+ currentDay++;
+ ordersNeeded += 1;
+ initDayPhase();
+}
+// Game controls
+game.down = function (x, y, obj) {
+ if (gamePhase === 'night') {
+ flashlightActive = true;
+ updateFlashlight(x, y);
+ LK.getSound('flashlightClick').play();
+ }
+};
+game.up = function (x, y, obj) {
+ if (gamePhase === 'night') {
+ flashlightActive = false;
+ updateFlashlight(x, y);
+ }
+};
+game.move = function (x, y, obj) {
+ if (gamePhase === 'night' && flashlightActive) {
+ updateFlashlight(x, y);
+ }
+};
+// Main game loop
+game.update = function () {
+ if (gamePhase === 'day') {
+ dayTime++;
+ var remainingTime = Math.ceil((maxDayTime - dayTime) / 60);
+ timeText.setText('Time: ' + remainingTime + 's');
+ if (dayTime >= maxDayTime || ordersServed >= ordersNeeded) {
+ if (ordersServed >= ordersNeeded) {
+ initNightPhase();
+ } else {
+ gameOver();
+ }
+ }
+ // Occasionally create new orders
+ if (dayTime % 300 === 0) {
+ createOrder();
+ }
+ } else if (gamePhase === 'night') {
+ nightTime++;
+ var remainingTime = Math.ceil((maxNightTime - nightTime) / 60);
+ timeText.setText('Time: ' + remainingTime + 's');
+ // Update flashlight battery
+ if (flashlightActive && flashlightBattery > 0) {
+ flashlightBattery -= batteryDrainRate;
+ if (flashlightBattery < 0) flashlightBattery = 0;
+ } else if (!flashlightActive && flashlightBattery < maxBattery) {
+ flashlightBattery += batteryRechargeRate;
+ if (flashlightBattery > maxBattery) flashlightBattery = maxBattery;
+ }
+ batteryText.setText('Battery: ' + Math.floor(flashlightBattery) + '%');
+ // Spawn animatronics
+ if (nightTime % (300 - currentDay * 30) === 0 && nightTime < maxNightTime - 300) {
+ spawnAnimatronic();
+ }
+ // Check win condition
+ if (nightTime >= maxNightTime) {
+ if (currentDay >= 5) {
+ LK.showYouWin();
+ } else {
+ nextDay();
+ }
+ }
+ }
+};
+// Start the game
+initDayPhase();
\ No newline at end of file
Fullscreen modern App Store landscape banner, 16:9, high definition, for a game titled "Working at Huls" and with the description "A dual-phase survival game combining hot dog cooking simulation with horror survival. Work the day shift serving customers, then survive the night defending against animatronics with your flashlight.". No text on banner!
Kid. In-Game asset. 2d. High contrast. No shadows
hotdog. In-Game asset. 2d. High contrast. No shadows