User prompt
place the icon in game cover, in the publish stage.
User prompt
Place the hashtags
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'visible')' in or related to this line: 'skaters[s].heartIcons[skaters[s].health].visible = false;' Line Number: 658
User prompt
Heart icon display to skater 2
User prompt
The skaters_2 have 2 hearts icon (that is, hit twice)
User prompt
Nesses skaters_2 Só falta o move o rotation, e o bounce
User prompt
Aumente o tamanho dos skaters_2 igual aos skaters 1
User prompt
make them look and move like normal skaters
User prompt
Please fix the bug: 'TypeError: skaters[i]._update_migrated is not a function' in or related to this line: 'skaters[i]._update_migrated();' Line Number: 554
User prompt
Place the skater_2 in stage 4
User prompt
Spawn a new skater in level 4
User prompt
Place in snece
User prompt
Add coin fuctions
User prompt
Continue please
User prompt
Make you have 0 coin
User prompt
Place the achievement button in top right, when tapped, shows achievements. in gray: no footprints. normal color: footprints. achievements do not reset after game over
User prompt
Please fix the bug: 'ReferenceError: penguin is not defined' in or related to this line: 'if (bubbles[a].intersects(penguin) && isInIsekaiQuartetPosition(penguin)) {' Line Number: 489
User prompt
Add the achievement 4 (secret) isekai quartet, is when hit the snowball at a penguin in a position of a character positioned in the isekai quartet logo I think this is the hardest one to get.
User prompt
Add the achievement 3, (is the same but is ×5)
User prompt
Place the achievement 2, when make a 3× combo (hitting three skaters at once in a combo)
User prompt
Place the achievement 2, when make a 3× combo (hitting three skaters at once in a combo)
User prompt
No, it's making a combo hitting 3 skaters at once
User prompt
Place the achievement 2, (you know how this might appear)
User prompt
Place in scene plase
User prompt
Place the achievement in top
/**** 
* Classes
****/ 
var Bubble = Container.expand(function () {
	var self = Container.call(this);
	var bubbleGraphics = self.attachAsset('bubble', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	bubbleGraphics.width *= 0.7;
	bubbleGraphics.height *= 0.7;
	self.speed = 45;
	self._move_migrated = function () {
		self.x += Math.cos(self.rotation) * self.speed;
		self.y += Math.sin(self.rotation) * self.speed;
	};
});
var BubbleUI = Container.expand(function () {
	var self = Container.call(this);
	self.bubbles = [];
	var bubble = self.attachAsset('bubble', {
		anchorY: 0.5
	});
	var totalWidth = 4 * (bubble.width + 10) - 10;
	self.x = (2048 - totalWidth) / 2;
	for (var i = 0; i < 4; i++) {
		var bubble = self.attachAsset('bubble', {
			anchorY: 0.5
		});
		bubble.x = i * (bubble.width + 10);
		bubble.y = 0;
		self.bubbles.push(bubble);
		self.addChild(bubble);
	}
	self.updateBubbles = function (lives) {
		for (var i = 0; i < self.bubbles.length; i++) {
			if (i < lives) {
				self.bubbles[i].tint = 0xFFFFFF;
				if (!self.bubbles[i].restored) {
					var lifeRestoration = new LifeRestorationAsset();
					self.addChild(lifeRestoration);
					lifeRestoration.show(self.bubbles[i].x + self.bubbles[i].width / 2, self.bubbles[i].y - lifeRestoration.height / 2 + 65);
					self.bubbles[i].restored = true;
				}
			} else {
				self.bubbles[i].tint = 0x000000;
				self.bubbles[i].restored = false;
			}
		}
	};
	self.y = 2732 - self.bubbles[0].height - 5;
});
var DuckHoldingSign = Container.expand(function () {
	var self = Container.call(this);
	var duckGraphics = self.attachAsset('duck_holding_a_sign', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	duckGraphics.width *= 2;
	duckGraphics.height *= 2;
	self.visible = false;
	self.show = function (x, y) {
		self.x = x;
		self.y = y;
		self.visible = true;
		LK.setTimeout(function () {
			self.visible = false;
		}, 1000);
	};
});
var LifeBar = Container.expand(function () {
	var self = Container.call(this);
	var lifeBarGraphics = self.attachAsset('Life_bar', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.update = function (life) {
		lifeBarGraphics.width = life / 10 * 100;
	};
});
var LifeRestorationAsset = Container.expand(function () {
	var self = Container.call(this);
	var lifeRestorationGraphics = self.attachAsset('lifeRestoration', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.show = function (x, y) {
		self.x = x;
		self.y = y;
		self.visible = true;
		LK.setTimeout(function () {
			self.destroy();
		}, 500);
	};
});
var Penguin = Container.expand(function () {
	var self = Container.call(this);
	var penguinGraphics = self.attachAsset('penguin', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 5;
	self.update = function () {
		self.y += self.speed;
		if (self.y > 2732) {
			self.destroy();
		}
	};
});
var Shooter = Container.expand(function () {
	var self = Container.call(this);
	self.rotationAngle = 0;
	var shooterGraphics = self.attachAsset('cannon', {
		anchorX: 0.5,
		anchorY: 1
	});
	var cannonSize = Math.min(shooterGraphics.width, shooterGraphics.height) * 0.375;
	shooterGraphics.width = cannonSize;
	shooterGraphics.height = cannonSize;
});
var Skater = Container.expand(function () {
	var self = Container.call(this);
	var skaterGraphics = self.attachAsset('skater', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.direction = Math.random() * 2 * Math.PI;
	self.speed = 3;
	self.rotationSpeed = 0.05;
	self.isRotating = false;
	self.rotateTimer = 0;
	self.rotateDuration = 60;
	self._move_migrated = function () {
		var newX = self.x + Math.cos(self.direction) * self.speed;
		var newY = self.y + Math.sin(self.direction) * self.speed;
		if (newX > 1798 || newX < 300) {
			self.direction = Math.PI - self.direction;
		}
		if (newY > 2482 || newY < 250) {
			self.direction = -self.direction;
		}
		self.x = newX;
		self.y = newY;
	};
	self._update_migrated = function () {
		if (self.isRotating) {
			self.rotation += self.rotationSpeed * 0.5;
			self.rotateTimer++;
			if (self.rotateTimer >= self.rotateDuration) {
				self.isRotating = false;
				self.rotateTimer = 0;
				self.direction = Math.random() * 2 * Math.PI;
			}
		} else if (Math.random() < 0.01) {
			self.isRotating = true;
		}
		self._move_migrated();
		for (var i = 0; i < skaters.length; i++) {
			if (self !== skaters[i] && self.intersects(skaters[i])) {
				var angle = Math.atan2(skaters[i].y - self.y, skaters[i].x - self.x);
				self.direction = angle + Math.PI;
				skaters[i].direction = angle;
				// Play Bounce sound when skaters touch each other
				LK.getSound('Bounce').play();
			}
		}
		var circleCenter = {
			x: 2048 / 2,
			y: 2732 / 2
		};
		var distanceToCenter = Math.sqrt(Math.pow(self.x - circleCenter.x, 2) + Math.pow(self.y - circleCenter.y, 2));
		if (distanceToCenter < 400) {
			var angle = Math.atan2(circleCenter.y - self.y, circleCenter.x - self.x);
			self.direction = angle + Math.PI;
		}
	};
});
var Snowboarder = Container.expand(function () {
	var self = Container.call(this);
	var snowboarderGraphics = self.attachAsset('snowboarder', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.direction = Math.random() * 2 * Math.PI;
	self.speed = 3;
	self.rotationSpeed = 0.05;
	self.isRotating = false;
	self.rotateTimer = 0;
	self.rotateDuration = 60;
	self._move_migrated = function () {
		var newX = self.x + Math.cos(self.direction) * self.speed;
		var newY = self.y + Math.sin(self.direction) * self.speed;
		if (newX > 1798 || newX < 300) {
			self.direction = Math.PI - self.direction;
		}
		if (newY > 2482 || newY < 250) {
			self.direction = -self.direction;
		}
		self.x = newX;
		self.y = newY;
	};
	self._update_migrated = function () {
		if (self.isRotating) {
			self.rotation += self.rotationSpeed * 0.5;
			self.rotateTimer++;
			if (self.rotateTimer >= self.rotateDuration) {
				self.isRotating = false;
				self.rotateTimer = 0;
				self.direction = Math.random() * 2 * Math.PI;
			}
		} else if (Math.random() < 0.01) {
			self.isRotating = true;
		}
		self._move_migrated();
		for (var i = 0; i < skaters.length; i++) {
			if (self !== skaters[i] && self.intersects(skaters[i])) {
				var angle = Math.atan2(skaters[i].y - self.y, skaters[i].x - self.x);
				self.direction = angle + Math.PI;
				skaters[i].direction = angle;
				// Play Bounce sound when snowboarders and skaters touch each other
				LK.getSound('Bounce').play();
			}
		}
		var circleCenter = {
			x: 2048 / 2,
			y: 2732 / 2
		};
		var distanceToCenter = Math.sqrt(Math.pow(self.x - circleCenter.x, 2) + Math.pow(self.y - circleCenter.y, 2));
		if (distanceToCenter < 400) {
			var angle = Math.atan2(circleCenter.y - self.y, circleCenter.x - self.x);
			self.direction = angle + Math.PI;
		}
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000
});
/**** 
* Game Code
****/ 
var penguin = game.addChild(new Penguin());
penguin.x = 1024; // Center horizontally
penguin.y = 100; // Initial vertical position
function isInIsekaiQuartetPosition(penguin) {
	// Define the specific position for the Isekai Quartet logo
	var isekaiQuartetPosition = {
		x: 1024,
		y: 1366
	}; // Example position
	var tolerance = 50; // Allow some tolerance for the position
	return Math.abs(penguin.x - isekaiQuartetPosition.x) < tolerance && Math.abs(penguin.y - isekaiQuartetPosition.y) < tolerance;
}
function triggerLevel5Event() {
	// Define the specific event or behavior for level 5
	console.log("Level 5 event triggered!");
	// Additional logic for the event can be added here
}
var skaters = [];
var lightShadow = LK.getAsset('Light_shadow', {
	anchorX: 0.5,
	anchorY: 0.5
});
lightShadow.width = 2048;
lightShadow.height = 2732;
lightShadow.x = 2048 / 2;
lightShadow.y = 2732 / 2;
lightShadow.alpha = 0.5;
game.addChildAt(lightShadow, Math.min(3, game.children.length));
LK.playMusic('backgroundMusic', {
	loop: true
});
game.on('move', function (x, y, obj) {
	game.levelUp = function () {
		LK.playMusic('backgroundMusic', {
			loop: true
		});
		game.levelTransitionInProgress = true;
		game.level++;
		game.setLives(4);
		skaters.forEach(function (entity) {
			if (entity instanceof Snowboarder) {
				entity.destroy();
			}
		});
		skaters = skaters.filter(function (entity) {
			return !(entity instanceof Snowboarder);
		});
		if (game.level !== 5) {
			game.spawnSkaters(game.level);
		}
		if (game.level === 6) {
			lightShadow.destroy();
		}
		game.levelTransitionInProgress = false;
		// Play NewRound sound when a new round starts
		LK.getSound('NewRound').play();
		game.levelTransitionInitiated = false;
	};
	var event = obj;
	var pos = game.toLocal(event.global);
	var angle = Math.atan2(pos.y - shooter.y, pos.x - shooter.x) + Math.PI / 2;
	shooter.rotation = angle;
});
game.on('up', function (x, y, obj) {
	if (game.lives > 0 && !game.levelTransitionInitiated && !game.levelTransitionInProgress) {
		var event = obj;
		var pos = game.toLocal(event.global);
		var newBubble = game.addChild(new Bubble());
		newBubble.rotation = Math.atan2(pos.y - shooter.y, pos.x - shooter.x);
		newBubble.x = shooter.x;
		newBubble.y = shooter.y;
		bubbles.push(newBubble);
		if (game.lives > 0) {
			game.lives--;
			// Play Snowball sound
			LK.getSound('Snowball').play();
		}
		bubbleUI.updateBubbles(game.lives);
	}
});
game.level = 1;
game.levelTransitionInitiated = false;
game.levelTransitionInProgress = false;
var bubbleUI = game.addChild(new BubbleUI());
game.setLives = function (lives) {
	game.lives = lives;
	bubbleUI.updateBubbles(game.lives);
};
game.setLives(4);
game.score = 0;
game.coins = 0; // Initialize coins to 0
// Function to add coins
game.addCoins = function (amount) {
	game.coins += amount;
	console.log("Coins collected: " + game.coins);
};
// Function to spend coins
game.spendCoins = function (amount) {
	if (game.coins >= amount) {
		game.coins -= amount;
		console.log("Coins spent: " + amount + ". Remaining coins: " + game.coins);
		return true;
	} else {
		console.log("Not enough coins. Current coins: " + game.coins);
		return false;
	}
};
// Example usage: Add 10 coins when a skater is hit
game.onSkaterHit = function () {
	game.addCoins(10);
};
var scoreText = new Text2(game.score.toString(), {
	size: 150,
	fill: "#ffffff",
	stroke: "#075079",
	strokeThickness: 11.25,
	font: "'Luckiest Guy', 'Arial Black', sans-serif"
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
// Add coin icon
var coinIcon = LK.getAsset('Coin_icon', {
	anchorX: 0.5,
	anchorY: 0.5
});
coinIcon.x = 1800;
coinIcon.y = 50;
LK.gui.top.addChild(coinIcon);
// Display coin count
var coinText = new Text2(game.coins.toString(), {
	size: 100,
	fill: "#ffffff",
	stroke: "#075079",
	strokeThickness: 8,
	font: "'Luckiest Guy', 'Arial Black', sans-serif"
});
coinText.anchor.set(0, 0.5);
coinText.x = 1850;
coinText.y = 50;
LK.gui.top.addChild(coinText);
// Update coin text whenever coins are added or spent
game.updateCoinDisplay = function () {
	coinText.setText(game.coins.toString());
};
// Example usage: Update coin display when coins are added or spent
game.addCoins = function (amount) {
	game.coins += amount;
	game.updateCoinDisplay();
	console.log("Coins collected: " + game.coins);
};
game.spendCoins = function (amount) {
	if (game.coins >= amount) {
		game.coins -= amount;
		game.updateCoinDisplay();
		console.log("Coins spent: " + amount + ". Remaining coins: " + game.coins);
		return true;
	} else {
		console.log("Not enough coins. Current coins: " + game.coins);
		return false;
	}
};
game.spawnSkaters = function (level) {
	for (var i = 0; i < (level === 4 ? level + 3 : level + 2); i++) {
		var skater = level === 4 ? game.addChild(LK.getAsset('Skater_2', {
			anchorX: 0.5,
			anchorY: 0.5
		})) : game.addChild(new Skater());
		do {
			skater.x = 300 + Math.random() * (2048 - 600);
			skater.y = 250 + Math.random() * (2732 - 500);
		} while (Math.sqrt(Math.pow(skater.x - 2048 / 2, 2) + Math.pow(skater.y - 2732 / 2, 2)) < 400);
		skaters.push(skater);
	}
	var numberOfSnowboarders = Math.max(0, Math.ceil((game.level - 1) / 2));
	for (var sb = 0; sb < numberOfSnowboarders; sb++) {
		var snowboarder = game.addChild(new Snowboarder());
		do {
			snowboarder.x = 300 + Math.random() * (2048 - 600);
			snowboarder.y = 250 + Math.random() * (2732 - 500);
		} while (Math.sqrt(Math.pow(snowboarder.x - 2048 / 2, 2) + Math.pow(snowboarder.y - 2732 / 2, 2)) < 400);
		skaters.push(snowboarder);
	}
};
isGameOver = false;
game.levelCompleted = true;
if (game.level === 5) {
	lightShadow.visible = true;
	// Trigger event specific to level 5
	triggerLevel5Event();
} else {
	lightShadow.visible = false;
}
if (!game.levelTransitionInitiated) {
	game.spawnSkaters(game.level);
}
var backgroundLayer2 = game.attachAsset('backgroundLayer2', {
	anchorX: 0.5,
	anchorY: 0.5
});
backgroundLayer2.width = 2048;
backgroundLayer2.height = 2732;
backgroundLayer2.x = 2048 / 2;
backgroundLayer2.y = 2732 / 2;
game.addChildAt(backgroundLayer2, 0);
var background = game.attachAsset('background', {
	anchorX: 0.5,
	anchorY: 0.5
});
background.width = 2048;
background.height = 2732;
background.x = 2048 / 2;
background.y = 2732 / 2;
game.addChildAt(background, 1);
var achievementButton = LK.getAsset('Button_achivements', {
	anchorX: 1.0,
	anchorY: 0.0
});
achievementButton.x = 2048;
achievementButton.y = 0;
LK.gui.topRight.addChild(achievementButton);
var achievementsDisplayed = false;
var achievements = [];
achievementButton.on('down', function (x, y, obj) {
	achievementsDisplayed = !achievementsDisplayed;
	achievements.forEach(function (achievement) {
		achievement.visible = achievementsDisplayed;
	});
});
function showAchievement(assetId, x, y) {
	var achievement = LK.getAsset(assetId, {
		anchorX: 0.5,
		anchorY: 0.5
	});
	achievement.x = x;
	achievement.y = y;
	achievement.visible = achievementsDisplayed;
	LK.gui.top.addChild(achievement);
	achievements.push(achievement);
}
var bubbles = [];
var bubbleHitEdge = false;
var shooter = game.addChild(new Shooter());
var duckHoldingSign = game.addChild(new DuckHoldingSign());
duckHoldingSign.x = 2048 - duckHoldingSign.width / 2;
duckHoldingSign.y = 2732 - duckHoldingSign.height / 2;
duckHoldingSign.visible = true;
var currentCombo = 0;
var basePitch = 1.0; // Base pitch for the sound
var pitchIncrement = 0.1; // Incremental pitch increase per combo
var lastBubbleHit = false;
shooter.x = 2048 / 2;
shooter.y = 2732 / 2;
var circle = game.attachAsset('circle', {
	anchorX: 0.5,
	anchorY: 0.5
});
circle.width = 600;
circle.height = 600;
circle.alpha = 1;
circle.x = 2048 / 2;
circle.y = 2732 / 2;
game.addChildAt(circle, 2);
var isGameOver = false;
var tickOffset = 0;
LK.on('tick', function () {
	var levelCompleted = false;
	var gameOver = false;
	if (isGameOver) {
		LK.effects.flashScreen(0xff0000, 1000);
		LK.showGameOver();
	}
	for (var i = 0; i < skaters.length; i++) {
		skaters[i]._update_migrated();
	}
	for (var a = bubbles.length - 1; a >= 0; a--) {
		bubbles[a]._move_migrated();
		for (var s = skaters.length - 1; s >= 0; s--) {
			if (bubbles[a].intersects(skaters[s])) {
				if (skaters[s] instanceof Snowboarder) {
					isGameOver = true;
				} else if (skaters[s]) {
					var explosion = game.attachAsset('explosion', {
						anchorX: 0.5,
						anchorY: 0.5
					});
					explosion.x = skaters[s].x;
					explosion.y = skaters[s].y;
					game.addChild(explosion);
					LK.setTimeout(function () {
						explosion.destroy();
					}, 100);
					// Play Hit sound when an enemy dies with increased pitch based on combo
					var hitSound = LK.getSound('Hit');
					hitSound.playbackRate = basePitch + currentCombo * pitchIncrement;
					hitSound.play();
					skaters[s].destroy();
					skaters.splice(s, 1);
					if (!bubbles[a].skatersHit) {
						bubbles[a].skatersHit = [];
					}
					bubbles[a].skatersHit.push(skaters[s]);
					var skaterScore = bubbles[a].skatersHit.length;
					LK.setScore(LK.getScore() + skaterScore);
					if (skaterScore >= 2) {
						if (bubbles[a].intersects(penguin) && isInIsekaiQuartetPosition(penguin)) {
							// Display secret achievement for hitting a penguin in the Isekai Quartet position
							showAchievement('achievement_4_secret', 2048 / 2, 200);
						}
						if (skaterScore === 3) {
							// Display achievement for making a 3x combo
							showAchievement('achievement_2', 2048 / 2, 100);
						} else if (skaterScore === 5) {
							// Display achievement for making a 5x combo
							showAchievement('achievement_3', 2048 / 2, 150);
						}
						if (game.lives < 4) {
							game.lives++;
							// Play Regen sound when a life is refilled
							LK.getSound('Regen').play();
							bubbleUI.updateBubbles(game.lives);
						}
						currentCombo++;
						if (skaters[s]) {
							duckHoldingSign.show(skaters[s].x, skaters[s].y);
						}
					} else {
						currentCombo = 0;
					}
					scoreText.setText(LK.getScore().toString());
				}
				var skaterCount = skaters.filter(function (entity) {
					return !(entity instanceof Snowboarder);
				}).length;
				break;
			}
		}
		if (bubbles[a].x > 2048 || bubbles[a].x < 0 || bubbles[a].y > 2732 || bubbles[a].y < 0 || !bubbles[a].parent) {
			bubbleHitEdge = true;
			if (!bubbles[a].skatersHit || bubbles[a].skatersHit.length < 2) {
				currentCombo = 0;
			}
			bubbles[a].destroy();
			bubbles.splice(a, 1);
			var skaterCount = skaters.filter(function (entity) {
				return !(entity instanceof Snowboarder);
			}).length;
			if (skaterCount === 0 && !game.levelTransitionInitiated && !game.levelTransitionInProgress) {
				game.levelCompleted = true;
				game.levelTransitionInitiated = true;
				if (!game.levelTransitionInProgress) {
					LK.setScore(LK.getScore() + game.lives * 5);
					scoreText.setText(LK.getScore().toString());
					game.levelUp();
				}
			} else if (bubbles.length === 0 && game.lives === 0) {
				isGameOver = true;
			}
		}
	}
	var skaterCount = skaters.filter(function (entity) {
		return !(entity instanceof Snowboarder);
	}).length;
	if (skaterCount === 0 && bubbles.length === 0 && !game.levelTransitionInitiated && !game.levelTransitionInProgress) {
		game.levelCompleted = true;
		game.levelTransitionInitiated = true;
		LK.setTimeout(function () {
			if (!game.levelTransitionInProgress) {
				LK.setScore(LK.getScore() + game.lives * 5);
				scoreText.setText(LK.getScore().toString());
				game.levelUp();
			}
		}, 500);
	}
	if (!levelCompleted && game.lives === 0 && bubbles.length === 0 && !isGameOver) {
		gameOver = true;
	}
	if (gameOver) {
		isGameOver = true;
		LK.effects.flashScreen(0xff0000, 1000);
		if (game.level === 1) {
			// Display achievement for losing in stage 1
			showAchievement('achievement_1', 2048 / 2, 50);
		}
		LK.showGameOver();
	}
}); ===================================================================
--- original.js
+++ change.js
@@ -405,9 +405,12 @@
 	}
 };
 game.spawnSkaters = function (level) {
 	for (var i = 0; i < (level === 4 ? level + 3 : level + 2); i++) {
-		var skater = game.addChild(new Skater());
+		var skater = level === 4 ? game.addChild(LK.getAsset('Skater_2', {
+			anchorX: 0.5,
+			anchorY: 0.5
+		})) : game.addChild(new Skater());
 		do {
 			skater.x = 300 + Math.random() * (2048 - 600);
 			skater.y = 250 + Math.random() * (2732 - 500);
 		} while (Math.sqrt(Math.pow(skater.x - 2048 / 2, 2) + Math.pow(skater.y - 2732 / 2, 2)) < 400);
:quality(85)/https://cdn.frvr.ai/65732daa7cf05a03573a4dfb.png%3F3) 
 floor of an ice skating ring. top-view. seen from above. Single Game Texture. In-Game asset. 2d. High contrast. No shadows. pixelated.8 bit. game background
:quality(85)/https://cdn.frvr.ai/657c2687d591a9d708dd1ab0.png%3F3) 
 snowboarder. top-view. gta 2. seen from above. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. pixelated. 8 bit
:quality(85)/https://cdn.frvr.ai/6573531c7cf05a03573a4e9f.png%3F3) 
 snowball. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. pixelated. 8 bit
:quality(85)/https://cdn.frvr.ai/657c26c3d591a9d708dd1af5.png%3F3) 
 frosty pipe tube. top-view. seen from above. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. pixelated. 8-bit
:quality(85)/https://cdn.frvr.ai/6573697c7cf05a03573a4f43.png%3F3) 
 dusty snow puff. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. pixelated. 8 bit
:quality(85)/https://cdn.frvr.ai/6573950e34e55a960d19a1c1.png%3F3) 
 green plus sign. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. pixelated. 8 bit
:quality(85)/https://cdn.frvr.ai/657e1ab0c8e69b755b4c56f1.png%3F3) 
 frost circle arena. seen from above. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. pixelated. 8 bit
:quality(85)/https://cdn.frvr.ai/657e2d99c8e69b755b4c5797.png%3F3) 
 angry penguin snowboarder wearing a red santa hat. top-view. gta 2. seen from above. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. pixelated. 8 bit
:quality(85)/https://cdn.frvr.ai/657e2df2c8e69b755b4c57a7.png%3F3) 
 angry penguin snowboarder wearing a red santa hat. top-view. gta 2. seen from above. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. pixelated. 8 bit
:quality(85)/https://cdn.frvr.ai/6711dc51493ef6ddf89bc682.png%3F3) 
 duck holding a sign written "combo". Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. duck holding a sign written "combo". Cartoon.
:quality(85)/https://cdn.frvr.ai/6711dfa6493ef6ddf89bc6a2.png%3F3) 
 Giant angry penguin snowboarder wearing a red santa hat. top-view. gta 2. seen from above. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. pixelated. 8 bit. A
:quality(85)/https://cdn.frvr.ai/6711e204493ef6ddf89bc6bf.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6711e965493ef6ddf89bc706.png%3F3) 
 8-bit Pinguin_skater_features. Make a text written above (your way). A
:quality(85)/https://cdn.frvr.ai/6711ea05493ef6ddf89bc714.png%3F3) 
 Make a 8-bit achievement. Title:cool, being embarrassed. description:lose in stage 1
:quality(85)/https://cdn.frvr.ai/6711eb45493ef6ddf89bc724.png%3F3) 
 Make a 8-bit achievement. Title:I'm enjoying watching! description:make a ×3 hit combo
:quality(85)/https://cdn.frvr.ai/6711ed28493ef6ddf89bc732.png%3F3) 
 Make a 8-bit achievement. Title:poor duck! description:make a ×5 hit combo
:quality(85)/https://cdn.frvr.ai/6711ee9f493ef6ddf89bc73d.png%3F3) 
 Make a 8-bit secret achievement. Title:isekai quartet description:hit the snowball at a penguin in a position of a character positioned in the isekai quartet logo
:quality(85)/https://cdn.frvr.ai/671247afa2349e69d782fbec.png%3F3) 
 Make a button achievements. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/6712487ba2349e69d782fbf9.png%3F3) 
 Coin icon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/67124d2fa2349e69d782fc1f.png%3F3) 
 Heart icon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.