Derived Play: Rake Maze League。主题:Memory Scar、Pebble Anchor、产品样机、Rake Budget、Rake Maze League、Smooth Patch、Text Furrow、Wind Reset。

如何复用

可参考这个示例来设计 Memory Scar、Pebble Anchor、产品样机、Rake Budget 工作流、提示词结构、视觉约束和结果检查方式。

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完整提示词

Create a second polished gallery image that derives a playable original mechanic from the previous sand-tray use case.

Title text visible: "Derived Play: Rake Maze League"
Output format: one tabletop sand-tray game seen from above, shaped like an asymmetrical raked labyrinth with scoring beads and rule tokens around the rim. It must not be a 2x3 research board, not a card spread, not a machine console, not a pinball table, not a route map, and not a circular rules machine. Make it a cohesive physical play surface where the rules are embodied in sand, stones, and small tags.

Visible rule labels, clean and legible, exactly these short labels:
1. "Rake Budget"
2. "Pebble Anchor"
3. "Smooth Patch"
4. "Text Furrow"
5. "Wind Reset"
6. "Memory Scar"

Gameplay mechanics:
- Rake Budget: players spend limited rake strokes to turn a messy prompt into a clear visual path.
- Pebble Anchor: anchor stones lock important subject constraints in place.
- Smooth Patch: a local edit zone can be cleared and redrawn once without disturbing adjacent grooves.
- Text Furrow: a short carved label must remain readable after crossing the maze.
- Wind Reset: a translucent fan token partially erases weak paths and forces a new prompt strategy.
- Memory Scar: faint old grooves count as reusable context if they still align with the goal.

Visual style: refined overhead editorial photography, tactile sand detail, shallow walnut tray, black pebbles, brass score beads, tiny ivory rule tags, one small wooden rake resting at the edge, soft angled sunlight, crisp shadows, professional gallery image. No humans, no real logos, no famous characters, no living-artist style imitation, no politics, no violence, no sexual content, no dangerous instructions, no watermark.

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