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She Took Everything. Nera Followed.

#Skirt#Black hair#Scythe#Multiple Girls#Crescent Moon#Fighting#Long sleeves#Black Dress
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A dynamic game cover illustration of a tragic confrontation and urgent pursuit in a dark, surreal city street, featuring the characters and layout from image1. In the foreground, the main heroine is poised to attack. She has pale skin, short black bob hair with a single white streak, magenta eyes, and a serious, angry expression. She wears a black and burgundy dress with glowing magenta ribbon-like accents and wields a large, stylized scythe with a vivid magenta blade and an eye motif. Her body ends cleanly above the thighs, while her detached legs lie on the reflective wet ground near her in a stylized, non-gory manner. In the background, an escaping pale-faced witch with an eerie, elegant divine-horror silhouette and an empty expression floats away. She wears a tall headpiece and long, flowing, layered robes in lavender, purple, off-white, and black. The witch uses dark purple ribbons to tightly bind and hold her companion hostage. The captive is a taller girl with warm tan skin, long white hair with one black streak, and a black outfit with warm orange accents. The gothic city setting features simplified buildings, utility poles, a red crescent moon, and dramatic lighting. The scene is populated by menacing, evolved shadow-creature hollowsโ€”completely replacing the spiked eggs from image1โ€”and small floating bat-like familiars with a distinct coin motif. The style is changed to a dark cute anime-flat style with minimal details, strong graphic shapes, high contrast, bold colors, and a limited palette of black, deep burgundy, hot magenta, purple, off-white, and muted blue-gray. copyright: momodora:_reverie_under_the_moonlight
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Original Prompt
game cover illustration, original dark cute anime-flat style, minimal details, strong graphic shapes, high contrast, bold colors, limited palette of black, deep burgundy, hot magenta, purple, off-white and muted blue-gray. Show the main heroine in the foreground, ready to attack, facing forward toward a fleeing witch. She has short black bob hair with one white streak, magenta eyes, pale skin, a serious and angry expression, a black and burgundy dress with glowing magenta accents, and a large stylized scythe with a vivid magenta blade. She has no legs, with the body ending above the thighs, and her detached legs are lying on the ground near her, visible but stylized and not gory. In the midground/background, show one witch escaping while holding her companion hostage. The witch must use the original design language from the references, with an eerie, elegant, unsettling silhouette, long flowing layered robes in lavender, purple, off-white and black, pale face, empty expression, and a haunting divine-horror presence. The captured companion should be recognizable as the taller girl with long white hair and one black streak, warm/tan skin, black outfit with warm orange accents, and the visual identity of the lantern staff girl. The scene happens in the city setting, with a dark, surreal street, simplified buildings, gothic atmosphere, and dramatic color contrast against the characters. Include a few hollows and a few familiars in the scene, using the original monster/familiar designs from the references, keeping them simple, readable, and integrated into the composition. The hollows should look like evolved shadow-creatures, not eggs or cocoons, and the familiars should keep their distinct small forms and coin motif. Keep the composition cinematic and dynamic, with the heroine as the main focus, the witch and hostage clearly visible, and the whole image feeling like a tragic confrontation, revenge, and urgent pursuit. Do not copy Momodora, do not imitate its exact character design โ€” use only the original characters and original monster/familiar designs from the references, while keeping the same overall appeal of a clean, striking 2D action-game cover. @image1
Mode
pro
Size
1888 x 1056
CFG Scale
1
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