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Crayon Dodge Game

Draw a four-pose character sheet for a cute crayon reaction-dodge game: four consistent 4:3 stills of a chibi protagonist dodging a palm-and-arm attack up, down, left, and right, with a hand-drawn HUD and arrow row. Works with any image model or as an HTML/SVG game-screen composition.

sample still β€” generated with this skill's prompt blueprint
SKILL.md

Dodge Game - Stills

A four-pose character sheet delivered as four matching standalone 4:3 game stills: one chibi protagonist, one incoming palm-and-arm per still, one highlighted arrow per still. Still 1 (UP) is the visual anchor; stills 2-4 inherit its style, HUD, background, and decoration exactly, changing only pose, arm direction, and highlighted arrow.

Style DNA

  • Surface: warm cream paper with subtle grain; crayon and colored-pencil strokes with slight hand-drawn line jitter throughout. Cozy, playful doodle aesthetic.
  • Protagonist: a round chibi redraw of the source subject - big head, short legs, soft crayon outlines, squishy rubber-band body. Default face: half-closed lazy eyes with a cheeky "you can't catch me" smirk. Colors come from the subject itself (base color >50%, one or two accents).
  • Identity anchor: pick 3-5 silhouette-recognizable features (droopy ears, glasses, bowl cut, leaf stem, collar, stripe pattern) and repeat them verbatim in every still's prompt. Choose the most distinctive; do not pile on details.
  • The attack: exactly ONE hand-drawn human palm with a visible simple arm segment attached, fingers spread. It presses close enough to create pressure but never touches, overlaps, covers, or passes through the protagonist - always a small visible safety gap.
  • HUD (hand-drawn, decorative, never a real game UI): top-left three small red-orange crayon hearts, slightly uneven; top-center a thin hand-drawn progress bar with orange-yellow fill (~50% in stills); top-right a small subject-themed icon (bone for a dog, leaf for an apple) plus a few doodle marks.
  • Arrow row: four hand-drawn arrows across the bottom, fixed left-to-right order UP, DOWN, LEFT, RIGHT. The active arrow is filled solid black with a hand-drawn ring ripple, short radiating lines, and a tiny star or paw print; the other three stay empty outlines.
  • Decorations: sparse doodles derived from the character's own motifs (paw prints, tiny stars, motif swirls). Never crowded, never overlapping the character, arm, or arrows.
  • Forbidden: readable text, subtitles, modern electronic UI (buttons, glow, neon, clean vector lines), 3D, realism, photography, glossy gradients, extra characters, complex backgrounds.

Subjects & framing

  • Aspect ratio: 4:3 horizontal, all four stills.
  • The protagonist stays centered; body occupies only 20-25% of the frame with more than 40% empty space around it - room for the arm and the dodge.
  • Any subject works (person, pet, mascot, object): redraw it as a chibi with stick limbs if needed, and note which body part stretches best (torso for quadrupeds, neck for birds, whole body for round objects, bend for long objects).
  • HUD hugs the top edge; arrow row hugs the bottom edge; neither may block the action.

Still set

Four standalone game-art stills that form one consistent pose sheet. The gameplay rule that must never break: highlighted arrow = dodge direction = the OPPOSITE side from where the palm enters.

  1. UP dodge (anchor). Palm-and-arm enters from the exact bottom-center, palm up, reaching upward. Protagonist arches into an exaggerated half-circle bridge, all limbs suspended, clearly clearing the hand below. UP arrow (leftmost) highlighted.
  2. DOWN dodge. Palm from the upper-middle, palm down, pressing downward. Protagonist squashes flat against the floor - front half and head flat, back half lifted, ears flopped. DOWN arrow (second from left) highlighted.
  3. LEFT dodge. Palm from the right edge, palm facing left, swiping leftward. Protagonist stretches and slides far LEFT like a rubber band, paws gripping, ears blown back, dust-slide lines under the feet. LEFT arrow (second from right) highlighted.
  4. RIGHT dodge. Palm from the left edge, palm facing right, swiping rightward. Protagonist twists or coils and slides RIGHT in a comic dodge with lively hand-drawn speed doodles. RIGHT arrow (rightmost) highlighted.

Generate still 1 first from the subject reference; generate 2-4 from the subject reference plus still 1, inheriting style, HUD, paper, decorations, arrow design, and arm linework - but NEVER carrying over still 1's UP arm. Each still contains only its own single arm.

HTML/CSS route

The whole screen is drawable as layered SVG over a paper background - a static composition throughout:

  • Paper: a cream base with an SVG feTurbulence grain filter at low opacity.
  • Crayon lines: SVG strokes with stroke-linecap: round, slightly varied stroke-width, and a small turbulence displacement filter for jitter.
  • Character, palm-and-arm, hearts, bone, and arrows as hand-traced SVG paths; the highlight state is a black fill plus a ripple ring (circle with dashed stroke) and 4-6 short radiating line segments.
  • Progress bar: a rounded rect outline with an orange-yellow inner rect at the desired percentage.
  • Keep every element a separately named group (character, arm, each arrow, HUD) - swapping the character pose and arm groups then yields each of the four stills from one document.

Failure modes

  • Identity drift between stills (cat becomes dog, colors shift, accessories vanish): restate the 3-5 anchor features and regenerate the odd still from the subject reference plus still 1.
  • Two arms in one still, or still 1's UP arm surviving into stills 2-4.
  • A detached floating palm with no arm segment.
  • Palm touching, overlapping, or covering the character - the safety gap is non-negotiable.
  • Arrow row reordered, wrong arrow highlighted, or highlight direction not matching the dodge (the arrow matches the dodge, not the palm).
  • Style drift to realism, 3D, clean vector UI, glow, or readable text.
  • Character drawn too large: the 20-25% body / 40% empty-space rule is what leaves room for the game to read.

Copy-ready prompt

This makes the anchor still (UP dodge) - paste your character at the end; for the other three stills, swap the pose, arm entry, and highlighted arrow per the Still set above. The colors are this style's defaults - swap any of them for your own.

4:3 horizontal 2D hand-drawn game still on warm cream paper with subtle
grain, drawn in crayon and colored-pencil strokes with slight hand-drawn
line jitter - a cozy, playful doodle aesthetic on a clean minimal
background. A round chibi protagonist sits centered: big head, short legs,
soft crayon outlines, squishy rubber-band body, half-closed lazy eyes with
a cheeky "you can't catch me" smirk, occupying only 20-25% of the frame
with over 40% empty space around it. The attack: exactly one hand-drawn
human palm with a visible simple arm segment, fingers spread, entering from
the exact bottom-center, palm up and reaching upward while the protagonist
arches into an exaggerated half-circle bridge, all limbs suspended, clearly
clearing the hand - a small visible safety gap always remains and the palm
never touches, overlaps, or covers the character. Top HUD, hand-drawn and
decorative: three small slightly uneven crayon hearts top-left, a thin
hand-drawn progress bar about half full top-center, a small icon themed to
the character plus a few doodle marks top-right. Across the bottom, four
hand-drawn arrows in fixed order UP DOWN LEFT RIGHT; the UP arrow is filled
solid black with a hand-drawn ring ripple, short radiating lines, and a
tiny star, while the other three stay empty outlines. Sparse doodles drawn
from the character's own motifs, never crowding the action. Palette: warm
cream paper, red-orange hearts, orange-yellow progress-bar fill, solid
black arrow highlight, the character in its own natural colors (default
palette - replace any of these with your own colors). No readable text, no
subtitles, no modern electronic UI, no 3D, no realism, no photography, no
glossy gradients, no extra characters, no watermark.

Subject: [DESCRIBE THE CHARACTER TO REDRAW AS THE CHIBI PROTAGONIST - one or two sentences]

Example subject

A plump orange tabby kitten with big round eyes, small floppy triangular ears, a white chest, a pink nose, and a small fluffy tail.

Turn this into a finished video

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