Create a single enemy sprite named "snake_M" for a 2D side-scrolling action game. **IMPORTANT: TRUE PIXEL…
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Create a single enemy sprite named "snake_M" for a 2D side-scrolling action game. **IMPORTANT: TRUE PIXEL ART ONLY** The ENTIRE image must be genuine, low-resolution pixel art. The snake's body, scales, face, shadows, highlights, and teal energy must all be constructed from clearly visible square pixel clusters. Use a consistent pixel grid, a deliberately limited color palette, hard-edged shading, and chunky pixels throughout. Individual pixels must be visible inside the character, not only along its outline. No smooth gradients, painterly textures, soft shading, or high-resolution digital illustration with pixelated edges. **Character concept: Corrupted Venomous Snake** A living ground enemy corrupted by mysterious energy. It attacks by spraying venom from its mouth. **Body design:** - A long, low body arranged in a simple S-shaped coil. - Dark muted olive-green and charcoal scales. - A slightly raised head with a narrow snout. - A small mouth that can be animated opening later. - Two small, visible fangs. - A streamlined body tapering toward the tail. - No arms or legs. - A readable, compact silhouette suitable for a 2D game sprite. - Neutral idle pose, not attacking. **Teal energy corruption:** Bright cyan-teal energy is a signature feature of the game's corrupted creatures. Add distinct teal pixel clusters around the head and venom glands, with a few short glowing energy veins along the body. Include a small, bright teal accent inside the mouth. The energy must contrast strongly with the dark scales. Render the energy using discrete square pixels and stepped shapes, never smooth glow or gradients. The snake is alive but corrupted, not dead, rotten, skeletal, or zombified. **Pixel art and composition:** - Strict 90-degree side profile, facing right. - Entire snake visible, including head and tail. - 1:1 square canvas, transparent background. - Character occupies approximately 45–60% of canvas height. - Low-resolution game sprite aesthetic, chunky pixels, deliberate pixel clusters, limited palette, stepped contours, and hard-edged pixel shading. - Consistent pixel size throughout the entire character. - No anti-aliasing or subpixel details. - Export as a transparent PNG. - No shadow; it will be added separately in the game engine. - One character in a neutral idle pose. **Negative constraints:** No digital illustration, no painterly style, no smooth rendering, no vector art, no 3D, no realistic scales, no smooth gradients, no soft shadows, no bloom, no blur, no anti-aliasing, no high-resolution details, no pixelated outline with smooth interior, no limbs, no extra heads, no wings, no armor, no clothing, no weapons, no venom projectile, no attack animation, no background, no ground shadow, no text, no UI, and no additional characters.
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