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Project Mercury: G1

Brainstorming Concept art, not gameplay

The first game idea I'm sketching: a creature built from drawing rules, in a hand-drawn cave world. This is concept art and early thinking. Nothing is built yet.

Concept art: a small rainbow-crayon bunny-bug with six legs and long ears stands on a mossy cave ledge. Across a gap, a grey spiky creature with sharp teeth waits on a rock. A paper note on the wall reads 'Drawing rules: six legs, long ears, round head', and a crayon-drawn health bar sits in the corner.
Side-on view. The pinned note spells out the drawing rules; the hearts and energy bar are drawn in crayon.

Concept art, not gameplay. Every image on this page was generated with Gemini to explore mood, camera angle and interface style. None of it is a screenshot of a running game.

Trying different looks

Concept art: the same crayon bunny-bug in a darker, moodier blue-purple cave with glowing mushrooms, facing a sketched, black-and-white toothy creature.
A darker, quieter take on the same scene.
Concept art: an angled, top-down view of a tiled cave floor with chasms. The bunny-bug walks a stone path while round spiky enemies guard it. A paper panel labelled 'crayon UI' shows hearts and an energy bar.
An angled view on a tile grid, to see how paths and gaps might read.
Concept art: a large cave level seen from above with stone bridges, stairs, waterfalls and glowing mushrooms. Colored crayon lines trace routes between two doorways labelled '6-legged passage' and 'Ears & eyes'.
A whole-level sketch: routes drawn in crayon between two doorways.

What this is, and isn't

These images were generated with Gemini to explore mood, camera angle and interface style. They are not gameplay or screenshots.

Which view, rules and art style (if any) survive is undecided.

I'll share how it develops, including what I drop, in the newsletter.

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