Kemomimi Treasure Hunters Final Acid Style <Premium · ROUNDUP>
At first glance, it appears to be the output of a neural network fed too much anime, psychedelic rock, and 16-bit RPG data. But look closer. This isn't gibberish. It is a manifesto. It is a genre. It is the impossible lovechild of Sonic the Hedgehog ’s level design, Where the Buffalo Roam ’s psychedelic ethos, and a Dragon Quest character sheet drawn on blotter paper.
If you want, I can expand any section into a full narrative bible, write the opening cinematic script, draft character bios, or produce a level/puzzle design document. At first glance, it appears to be the
footprint_model: # types: "point", "circular", "two_circles", "line", "polygon"
type: "polygon" #"circular"
radius: 0.38 # for type "circular"
#line_start: [-0.3, 0.0] # for type "line"
#line_end: [0.3, 0.0] # for type "line"
#front_offset: 0.2 # for type "two_circles"
#front_radius: 0.2 # for type "two_circles"
#rear_offset: 0.2 # for type "two_circles"
#rear_radius: 0.2 # for type "two_circles"
vertices: [ [0.26, 0.26], [0.26, -0.26], [-0.26, -0.26], [-0.26,0.26] ] # for type "polygon"