User prompt
Kartlar ölünce yok olsun lane de durmasın
User prompt
Darth golem ve Lucifer kartı 4 mana olsun
User prompt
Rakibin luciferida can çalma özelliği olsun
User prompt
Ama can çalma çalışmadı Lucifer rakibe hasar verince kendine 2 can gelsin
User prompt
Lucifera pasif ekle rakibe hasar verince 2 can çalar
User prompt
Her tür kartlar savaşmasın sadece iki oyuncuda türünü bitirdiğinde combat phasede savaşsınlar
User prompt
Laneler bulanık görünüyor
User prompt
Savaş alanı bulanık görünüyor
User prompt
Kartlar yine savaşmıyor kartlar her tur savaşsın durmasinlar bir turdan sonra her tur karşısındaki rakiple savaşsın
User prompt
Kartlara basılı tutunca ekrana yakınlaştır isimlerini ve pasiflerini göster ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Walter spiritin ismini Lucifer olarak değiştir
User prompt
Her katta pasif ekle ama ben söyleyecem pasifleri tamam mı
User prompt
Bir lanedeki karakter ölürse o lanedeki karakterin yerine geçmesin
User prompt
Kartların kuleye vurma, birbirleriyle savaşma, hasar alma, kulenin hasar alması gibi şeylere animasyon yap ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Ama kartlar doğru şekilde savaşmıyor
User prompt
Kartların assetini oluştur her kart için farklı görsel oluşturmak istiyorum
User prompt
Rakibin manasını göster
User prompt
Oyun gecikmeli oluyor rakibin attığı kartı direktmen göster bug gibi gözüküyor ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Her tür savaşmasınlar iki tarafında sırası bitince kartlar için savaşma türü olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: Cannot use 'in' operator to search for 'x' in null' in or related to this line: 'tween(humanCard, {' Line Number: 579 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Oyuncular kartları savaştırmasın kartlar otomatik tür bitince savaşsın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: Cannot read properties of null (reading 'cardData')' in or related to this line: 'aiPlayer.takeDamage(selectedCard.cardData.attack);' Line Number: 728
User prompt
Fix error
User prompt
Laneler savaş alanınının ortasına gelsin
User prompt
Ekranın ortasında demiştim
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Card = Container.expand(function (cardData) { var self = Container.call(this); // Card properties self.cardData = cardData || { name: "Basic Card", cost: 1, attack: 2, health: 2, description: "A basic creature card" }; self.maxHealth = self.cardData.health; self.currentHealth = self.cardData.health; self.isPlayable = false; self.isOnBattlefield = false; self.hasAttacked = false; // Create card graphics var cardBg = self.attachAsset('cardFront', { anchorX: 0.5, anchorY: 0.5 }); // Card text elements var nameText = new Text2(self.cardData.name, { size: 24, fill: 0x2C3E50 }); nameText.anchor.set(0.5, 0); nameText.x = 0; nameText.y = -100; self.addChild(nameText); var costText = new Text2(self.cardData.cost.toString(), { size: 32, fill: 0x9B59B6 }); costText.anchor.set(0.5, 0.5); costText.x = -70; costText.y = -100; self.addChild(costText); var attackText = new Text2(self.cardData.attack.toString(), { size: 28, fill: 0xE74C3C }); attackText.anchor.set(0.5, 0.5); attackText.x = -50; attackText.y = 90; self.addChild(attackText); var healthText = new Text2(self.currentHealth.toString(), { size: 28, fill: 0x27AE60 }); healthText.anchor.set(0.5, 0.5); healthText.x = 50; healthText.y = 90; self.addChild(healthText); self.updateHealthDisplay = function () { healthText.setText(self.currentHealth.toString()); if (self.currentHealth <= 0) { cardBg.alpha = 0.5; } }; self.takeDamage = function (damage) { self.currentHealth -= damage; if (self.currentHealth < 0) self.currentHealth = 0; self.updateHealthDisplay(); // Flash red when taking damage LK.effects.flashObject(self, 0xff0000, 500); }; self.canAttack = function () { return self.isOnBattlefield && !self.hasAttacked && self.currentHealth > 0; }; self.attack = function (target) { if (self.canAttack() && target) { // Check if both cards are in the same lane if (self.laneIndex !== undefined && target.laneIndex !== undefined && self.laneIndex !== target.laneIndex) { return; // Cannot attack cards in different lanes } // Store original position var originalX = self.x; var originalY = self.y; // Calculate target position (move towards target) var targetX = target.x; var targetY = target.y; // Animate attack: move toward target, then back tween(self, { x: targetX, y: targetY }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { // Collision animation - both cards shake and flash on impact var collisionDuration = 150; // Shake the attacking card tween(self, { x: targetX + 20 }, { duration: collisionDuration / 3, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { x: targetX - 20 }, { duration: collisionDuration / 3, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { x: targetX }, { duration: collisionDuration / 3, easing: tween.easeInOut }); } }); } }); // Shake the target card tween(target, { x: target.x - 15 }, { duration: collisionDuration / 3, easing: tween.easeInOut, onFinish: function onFinish() { tween(target, { x: target.x + 15 }, { duration: collisionDuration / 3, easing: tween.easeInOut, onFinish: function onFinish() { tween(target, { x: target.x }, { duration: collisionDuration / 3, easing: tween.easeInOut }); } }); } }); // Flash both cards white for collision effect tween(self, { tint: 0xFFFFFF }, { duration: collisionDuration, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { tint: 0xFFFFFF }, { duration: collisionDuration, easing: tween.easeInOut }); } }); tween(target, { tint: 0xFFFFFF }, { duration: collisionDuration, easing: tween.easeInOut, onFinish: function onFinish() { tween(target, { tint: 0xFFFFFF }, { duration: collisionDuration, easing: tween.easeInOut }); } }); // Deal damage when collision happens target.takeDamage(self.cardData.attack); // After collision, animate return to original position LK.setTimeout(function () { tween(self, { x: originalX, y: originalY }, { duration: 300, easing: tween.easeIn }); }, collisionDuration); } }); self.hasAttacked = true; cardBg.alpha = 0.7; LK.getSound('attack').play(); } }; self.resetForNewTurn = function () { self.hasAttacked = false; if (self.currentHealth > 0) { cardBg.alpha = 1.0; } }; return self; }); var Player = Container.expand(function (isHuman) { var self = Container.call(this); self.isHuman = isHuman || false; self.health = 30; self.maxMana = 3; self.currentMana = 3; self.hand = []; self.battlefield = []; self.deck = []; // Initialize deck with basic cards var cardTypes = [{ name: "Fire Imp", cost: 1, attack: 2, health: 1, description: "A small fire creature" }, { name: "Water Spirit", cost: 2, attack: 2, health: 3, description: "A defensive water creature" }, { name: "Earth Golem", cost: 3, attack: 4, health: 3, description: "A powerful earth creature" }, { name: "Air Wisp", cost: 1, attack: 1, health: 2, description: "A quick air creature" }, { name: "Lightning Bolt", cost: 2, attack: 3, health: 1, description: "A shocking creature" }, { name: "Walter Spirit", cost: 2, attack: 2, health: 4, description: "A mystical water spirit with high endurance" }]; for (var i = 0; i < 20; i++) { var randomCard = cardTypes[Math.floor(Math.random() * cardTypes.length)]; self.deck.push(new Card(randomCard)); } self.drawCard = function () { if (self.deck.length > 0 && self.hand.length < 7) { var card = self.deck.pop(); self.hand.push(card); LK.getSound('cardDraw').play(); return card; } return null; }; self.canPlayCard = function (card) { return card && card.cardData.cost <= self.currentMana; }; self.playCard = function (card) { var handIndex = self.hand.indexOf(card); if (handIndex >= 0 && self.canPlayCard(card) && self.battlefield.length < 3) { self.hand.splice(handIndex, 1); self.battlefield.push(card); self.currentMana -= card.cardData.cost; card.isOnBattlefield = true; LK.getSound('cardPlay').play(); return true; } return false; }; self.takeDamage = function (damage) { self.health -= damage; if (self.health < 0) self.health = 0; }; self.startTurn = function () { self.currentMana = Math.min(self.maxMana, self.currentMana + 1); if (self.maxMana < 10) self.maxMana++; // Reset battlefield cards for (var i = 0; i < self.battlefield.length; i++) { self.battlefield[i].resetForNewTurn(); } // Draw a card self.drawCard(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2c3e50 }); /**** * Game Code ****/ // Game state variables var currentPlayer = 0; // 0 = human, 1 = AI var gamePhase = "playing"; // "playing", "gameOver" var selectedCard = null; var draggedCard = null; var turnCounter = 0; // Track total turns taken var combatPhase = false; // Track if we're in combat phase // Create players var humanPlayer = new Player(true); var aiPlayer = new Player(false); var players = [humanPlayer, aiPlayer]; // Create game areas var opponentAreaBg = game.addChild(LK.getAsset('opponentArea', { anchorX: 0, anchorY: 0, x: 0, y: 200, alpha: 0.3 })); var battlefieldBg = game.addChild(LK.getAsset('battlefield', { anchorX: 0, anchorY: 0, x: 0, y: 400, alpha: 0.3 })); var playerAreaBg = game.addChild(LK.getAsset('playerArea', { anchorX: 0, anchorY: 0, x: 0, y: 1800, alpha: 0.3 })); // Create visible lane graphics var lanePositions = [600, 1024, 1448]; // Left, Center, Right lanes - centered var lanes = []; // Create lanes with borders for visual clarity for (var i = 0; i < 3; i++) { // Lane border (darker background) var laneBorder = game.addChild(LK.getAsset('laneBorder', { anchorX: 0.5, anchorY: 0.5, x: lanePositions[i], y: 985, alpha: 0.4 })); // Lane background (lighter) var lane = game.addChild(LK.getAsset('lane', { anchorX: 0.5, anchorY: 0.5, x: lanePositions[i], y: 985, alpha: 0.3 })); lanes.push({ border: laneBorder, background: lane }); // Add lane number text var laneText = new Text2("Lane " + (i + 1), { size: 24, fill: 0xECF0F1 }); laneText.anchor.set(0.5, 0.5); laneText.x = lanePositions[i]; laneText.y = 1255; laneText.alpha = 0.6; game.addChild(laneText); } // UI Elements var playerHealthText = new Text2("Health: 30", { size: 48, fill: 0xECF0F1 }); playerHealthText.anchor.set(0, 0.5); playerHealthText.x = 50; playerHealthText.y = 1950; game.addChild(playerHealthText); var opponentHealthText = new Text2("Enemy: 30", { size: 48, fill: 0xECF0F1 }); opponentHealthText.anchor.set(0, 0.5); opponentHealthText.x = 50; opponentHealthText.y = 350; game.addChild(opponentHealthText); var manaText = new Text2("Mana: 3/3", { size: 36, fill: 0x9B59B6 }); manaText.anchor.set(0, 0.5); manaText.x = 50; manaText.y = 2000; game.addChild(manaText); var aiManaText = new Text2("Enemy Mana: 3/3", { size: 36, fill: 0x9B59B6 }); aiManaText.anchor.set(0, 0.5); aiManaText.x = 50; aiManaText.y = 300; game.addChild(aiManaText); var turnText = new Text2("Your Turn", { size: 42, fill: 0xF39C12 }); turnText.anchor.set(0.5, 0.5); turnText.x = 1024; turnText.y = 100; game.addChild(turnText); // End turn button var endTurnBtn = game.addChild(LK.getAsset('endTurnButton', { anchorX: 0.5, anchorY: 0.5, x: 1800, y: 1950 })); var endTurnText = new Text2("End Turn", { size: 28, fill: 0x2C3E50 }); endTurnText.anchor.set(0.5, 0.5); endTurnText.x = 1800; endTurnText.y = 1950; game.addChild(endTurnText); // Initialize starting hands for (var i = 0; i < 4; i++) { humanPlayer.drawCard(); aiPlayer.drawCard(); } function updateUI() { playerHealthText.setText("Health: " + humanPlayer.health); opponentHealthText.setText("Enemy: " + aiPlayer.health); manaText.setText("Mana: " + humanPlayer.currentMana + "/" + humanPlayer.maxMana); aiManaText.setText("Enemy Mana: " + aiPlayer.currentMana + "/" + aiPlayer.maxMana); if (combatPhase) { turnText.setText("Combat Phase"); turnText.fill = "#e67e22"; } else if (currentPlayer === 0) { turnText.setText("Your Turn"); turnText.fill = "#f39c12"; } else { turnText.setText("Enemy Turn"); turnText.fill = "#e74c3c"; } } function arrangeHand() { var handCards = humanPlayer.hand; var startX = 1024 - handCards.length * 100; for (var i = 0; i < handCards.length; i++) { var card = handCards[i]; if (!game.children.includes(card)) { game.addChild(card); } card.x = startX + i * 200; card.y = 2300; card.isPlayable = humanPlayer.canPlayCard(card); // Visual feedback for playable cards if (card.isPlayable && currentPlayer === 0) { card.alpha = 1.0; } else { card.alpha = 0.6; } } } function arrangeBattlefield() { // Define 3 lane positions var lanePositions = [600, 1024, 1448]; // Left, Center, Right lanes - centered // Player battlefield var playerCards = humanPlayer.battlefield; for (var i = 0; i < playerCards.length && i < 3; i++) { var card = playerCards[i]; if (!game.children.includes(card)) { game.addChild(card); } card.x = lanePositions[i]; card.y = 1120; card.laneIndex = i; } // AI battlefield var aiCards = aiPlayer.battlefield; for (var i = 0; i < aiCards.length && i < 3; i++) { var card = aiCards[i]; if (!game.children.includes(card)) { game.addChild(card); } card.x = lanePositions[i]; card.y = 850; card.laneIndex = i; } } function resolveCombat() { // Combat happens simultaneously in each lane for (var lane = 0; lane < 3; lane++) { var humanCard = null; var aiCard = null; // Find cards in this lane for (var i = 0; i < humanPlayer.battlefield.length; i++) { if (humanPlayer.battlefield[i].laneIndex === lane && humanPlayer.battlefield[i].currentHealth > 0) { humanCard = humanPlayer.battlefield[i]; break; } } for (var i = 0; i < aiPlayer.battlefield.length; i++) { if (aiPlayer.battlefield[i].laneIndex === lane && aiPlayer.battlefield[i].currentHealth > 0) { aiCard = aiPlayer.battlefield[i]; break; } } // If both cards exist in this lane, they fight each other if (humanCard && aiCard) { // Store damage values before dealing damage var humanDamage = humanCard.cardData.attack; var aiDamage = aiCard.cardData.attack; // Animate combat between cards in the same lane var humanOriginalX = humanCard.x; var humanOriginalY = humanCard.y; var aiOriginalX = aiCard.x; var aiOriginalY = aiCard.y; // Move cards toward each other if (humanCard) { tween(humanCard, { x: aiCard.x, y: aiCard.y - 50 }, { duration: 300, easing: tween.easeOut }); } if (aiCard) { tween(aiCard, { x: humanCard ? humanCard.x : aiCard.x, y: humanCard ? humanCard.y + 50 : aiCard.y }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { // Deal damage simultaneously if (humanCard) humanCard.takeDamage(aiDamage); if (aiCard) aiCard.takeDamage(humanDamage); // Move cards back to original positions if (humanCard) { tween(humanCard, { x: humanOriginalX, y: humanOriginalY }, { duration: 300, easing: tween.easeIn }); } if (aiCard) { tween(aiCard, { x: aiOriginalX, y: aiOriginalY }, { duration: 300, easing: tween.easeIn }); } } }); } } else if (humanCard && !aiCard) { // Human card attacks AI player directly var attackDamage = humanCard.cardData.attack; var originalX = humanCard.x; var originalY = humanCard.y; if (humanCard) { tween(humanCard, { x: 1024, y: 400 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { aiPlayer.takeDamage(attackDamage); if (humanCard) { tween(humanCard, { x: originalX, y: originalY }, { duration: 400, easing: tween.easeIn }); } } }); } } else if (aiCard && !humanCard) { // AI card attacks human player directly var attackDamage = aiCard.cardData.attack; var originalX = aiCard.x; var originalY = aiCard.y; if (aiCard) { tween(aiCard, { x: 1024, y: 1400 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { humanPlayer.takeDamage(attackDamage); if (aiCard) { tween(aiCard, { x: originalX, y: originalY }, { duration: 400, easing: tween.easeIn }); } } }); } } } // Remove dead cards after combat LK.setTimeout(function () { for (var i = humanPlayer.battlefield.length - 1; i >= 0; i--) { if (humanPlayer.battlefield[i].currentHealth <= 0) { var deadCard = humanPlayer.battlefield[i]; game.removeChild(deadCard); humanPlayer.battlefield.splice(i, 1); } } for (var i = aiPlayer.battlefield.length - 1; i >= 0; i--) { if (aiPlayer.battlefield[i].currentHealth <= 0) { var deadCard = aiPlayer.battlefield[i]; game.removeChild(deadCard); aiPlayer.battlefield.splice(i, 1); } } arrangeBattlefield(); updateUI(); }, 800); } function checkGameOver() { if (humanPlayer.health <= 0) { gamePhase = "gameOver"; LK.showGameOver(); return true; } else if (aiPlayer.health <= 0) { gamePhase = "gameOver"; LK.showYouWin(); return true; } return false; } function endTurn() { turnCounter++; currentPlayer = 1 - currentPlayer; players[currentPlayer].startTurn(); // Check if both players have taken their turns (every 2 turns) if (turnCounter % 2 === 0) { // Both players have played, trigger combat phase combatPhase = true; turnText.setText("Combat Phase"); turnText.fill = "#e67e22"; // Resolve combat after both players have played LK.setTimeout(function () { resolveCombat(); combatPhase = false; if (!checkGameOver()) { updateUI(); arrangeHand(); arrangeBattlefield(); } }, 1000); } else { // Only one player has played, continue to next player if (currentPlayer === 1) { // AI turn LK.setTimeout(function () { performAITurn(); }, 1000); } updateUI(); arrangeHand(); arrangeBattlefield(); } } function performAITurn() { // Simple AI: play random playable card if battlefield has space var playableCards = aiPlayer.hand.filter(function (card) { return aiPlayer.canPlayCard(card); }); if (playableCards.length > 0 && aiPlayer.battlefield.length < 3) { var randomCard = playableCards[Math.floor(Math.random() * playableCards.length)]; // Find available lane for AI var availableLanes = [0, 1, 2]; for (var i = 0; i < aiPlayer.battlefield.length; i++) { var occupiedLane = aiPlayer.battlefield[i].laneIndex; if (occupiedLane !== undefined) { var laneIdx = availableLanes.indexOf(occupiedLane); if (laneIdx >= 0) availableLanes.splice(laneIdx, 1); } } if (availableLanes.length > 0 && aiPlayer.playCard(randomCard)) { randomCard.targetLane = availableLanes[Math.floor(Math.random() * availableLanes.length)]; // Immediately update display after AI plays card updateUI(); arrangeHand(); arrangeBattlefield(); } } // Combat is now handled automatically at end of turn // AI just plays cards, combat resolution happens automatically // End AI turn LK.setTimeout(function () { if (!checkGameOver()) { endTurn(); } }, 1500); } // Event handlers game.down = function (x, y, obj) { if (gamePhase !== "playing" || currentPlayer !== 0 || combatPhase) return; // Check if end turn button was clicked if (x >= 1700 && x <= 1900 && y >= 1910 && y <= 1990) { endTurn(); return; } // Check if a hand card was clicked for (var i = 0; i < humanPlayer.hand.length; i++) { var card = humanPlayer.hand[i]; var cardBounds = { left: card.x - 90, right: card.x + 90, top: card.y - 125, bottom: card.y + 125 }; if (x >= cardBounds.left && x <= cardBounds.right && y >= cardBounds.top && y <= cardBounds.bottom) { if (card.isPlayable) { selectedCard = card; draggedCard = card; } return; } } // Battlefield cards can no longer be manually selected for attacking // Combat is now automatic at end of turn }; game.move = function (x, y, obj) { if (draggedCard) { draggedCard.x = x; draggedCard.y = y; } }; game.up = function (x, y, obj) { if (draggedCard && y < 1350 && y > 700) { // Determine which lane the card was dropped in var targetLane = -1; if (x >= 380 && x < 812) targetLane = 0; // Left lane else if (x >= 812 && x < 1236) targetLane = 1; // Center lane else if (x >= 1236 && x < 1668) targetLane = 2; // Right lane // Check if lane is available and card can be played if (targetLane >= 0 && humanPlayer.battlefield.length < 3) { // Check if target lane is already occupied var laneOccupied = false; for (var i = 0; i < humanPlayer.battlefield.length; i++) { if (humanPlayer.battlefield[i].laneIndex === targetLane) { laneOccupied = true; break; } } if (!laneOccupied && humanPlayer.playCard(draggedCard)) { draggedCard.targetLane = targetLane; draggedCard = null; selectedCard = null; updateUI(); arrangeHand(); arrangeBattlefield(); } } } selectedCard = null; if (draggedCard) { arrangeHand(); draggedCard = null; } // Remove dead cards for (var i = aiPlayer.battlefield.length - 1; i >= 0; i--) { if (aiPlayer.battlefield[i].currentHealth <= 0) { var deadCard = aiPlayer.battlefield[i]; game.removeChild(deadCard); aiPlayer.battlefield.splice(i, 1); } } updateUI(); arrangeBattlefield(); checkGameOver(); }; game.update = function () { if (gamePhase === "playing") { updateUI(); } }; // Initial setup updateUI(); arrangeHand(); arrangeBattlefield();
===================================================================
--- original.js
+++ change.js
@@ -394,8 +394,16 @@
manaText.anchor.set(0, 0.5);
manaText.x = 50;
manaText.y = 2000;
game.addChild(manaText);
+var aiManaText = new Text2("Enemy Mana: 3/3", {
+ size: 36,
+ fill: 0x9B59B6
+});
+aiManaText.anchor.set(0, 0.5);
+aiManaText.x = 50;
+aiManaText.y = 300;
+game.addChild(aiManaText);
var turnText = new Text2("Your Turn", {
size: 42,
fill: 0xF39C12
});
@@ -426,8 +434,9 @@
function updateUI() {
playerHealthText.setText("Health: " + humanPlayer.health);
opponentHealthText.setText("Enemy: " + aiPlayer.health);
manaText.setText("Mana: " + humanPlayer.currentMana + "/" + humanPlayer.maxMana);
+ aiManaText.setText("Enemy Mana: " + aiPlayer.currentMana + "/" + aiPlayer.maxMana);
if (combatPhase) {
turnText.setText("Combat Phase");
turnText.fill = "#e67e22";
} else if (currentPlayer === 0) {
End turn button fark souls style 2d pixel art. In-Game asset. 2d. High contrast. No shadows
Kart alanı dark souls style 2d pixel art. In-Game asset. 2d. High contrast. No shadows
Ateş ruhu karakteri dark souls style 2d pixel art. In-Game asset. 2d. High contrast. No shadows
Lightning spirit character Dark souls style 2d pixel art. In-Game asset. 2d. High contrast. No shadows
Kocaman kayadan oluşan golem kırmızı parıldayan gözlere sahip dark souls style 2d pixel art. In-Game asset. 2d. High contrast. No shadows
Air wisp character dark souls style 2d pixel art. In-Game asset. 2d. High contrast. No shadows
Arka planı doldur sadece aynısını yap
Koridor yukarıdan bakış dark souls style 2d pixel art. In-Game asset. 2d. High contrast. No shadows
Ateş 🔥 dark souls style 2d pixel art. In-Game asset. 2d. High contrast. No shadows
Ulan yatay tarsfa doğru geniş yap yüksekliğe doğru küçük yap
Shadow drake dark souls style 2d pixel art. In-Game asset. 2d. High contrast. No shadows
Michael demiurgos dark souls style 2d pixel art. In-Game asset. 2d. High contrast. No shadows
İnfinity Minion character dark souls style 2d pixel art. In-Game asset. 2d. High contrast. No shadows
Fireball dark souls style 2d pixel art. In-Game asset. 2d. High contrast. No shadows
Magic stand dark souls style 2d pixel art. In-Game asset. 2d. High contrast. No shadows
Play button Dark souls style 2d pixel art. In-Game asset. 2d. High contrast. No shadows
Deck yaz ama düzgün bir arka planla
Büyü asası logosu Dark souls style 2d pixel art. In-Game asset. 2d. High contrast. No shadows
Suikastçı bıçağı logosu Dark souls style 2d pixel art. In-Game asset. 2d. High contrast. No shadows
Kalkan logosu Dark souls style 2d pixel art. In-Game asset. 2d. High contrast. No shadows
Warrior logo Dark souls style 2d pixel art. In-Game asset. 2d. High contrast. No shadows
Sadece freeze büyüsü yap insan olmasın Dark souls style 2d pixel art. In-Game asset. 2d. High contrast. No shadows
Sadece play yerine Wiki yaz
Spell icon Dark souls style 2d pixel art. In-Game asset. 2d. High contrast. No shadows
İpuçları icon Dark souls style 2d pixel art. In-Game asset. 2d. High contrast. No shadows
Synergy icon Dark souls style 2d pixel art. In-Game asset. 2d. High contrast. No shadows
Game Rules dark souls style 2d pixel art. In-Game asset. 2d. High contrast. No shadows
Frost Wolf Man Dark souls style 2d pixel art. In-Game asset. 2d. High contrast. No shadows
Water spirit dark souls style 2d pixel art. In-Game asset. 2d. High contrast. No shadows
Phoenix woman Dark souls style 2d pixel art. In-Game asset. 2d. High contrast. No shadows
Void Stalker Dark souls style 2d pixel art. In-Game asset. 2d. High contrast. No shadows
Crystal guardian Dark souls style 2d pixel art. In-Game asset. 2d. High contrast. No shadows