Use case: ui-mockup
Asset type: ONE portrait mobile gameplay concept screenshot for Space Attack.
Input images: Image 1 is the approved desktop Space Attack concept, a style and visual design reference. Recompose its design into a mobile portrait layout. This is a new responsive variant, not the desktop screenshot placed inside a phone.
Primary request: Produce a polished flat screenshot of the mobile version of this game in a tall 9:16 portrait aspect ratio. Screen fills the image edge to edge. Preserve the exact approved Geometry Dash-inspired visual language: saturated purple recessed rectangular background panels, bright lime triangular player with cyan square cockpit and thick black outline, almost-black angular enemies with white glowing edges and lime/cyan square cores, crisp square particle trails. Everything can be drawn with simple Canvas 2D polygons, lines, rectangles, gradients, and modest glow.
Palette: vivid violet background #4E1ED6 with darker #33148C panels; lime #93F041 player; cyan #0AFBFC lasers and energy; mint #C7FFCD particles; near-white #FFF7FF text and outline glow.
Responsive composition: Designed natively for a narrow phone viewport, not squeezed from landscape. Large readable HUD, generous gaps, finger-sized buttons. At the very top a compact dark purple header with 'SPACE ATTACK' centered. Directly below, two clearly separated score blocks, left 'SCORE' above '02480', right 'HIGH SCORE' above '08640'. A small third header row shows a centered 'WAVE 03' label and two modest rectangular buttons 'DEBUG' and 'TRACKER', with a small pause icon button. HUD is compact enough to leave substantial gameplay space.
Arena: beneath the header, a spacious tall purple playfield with oversized layered inset rectangular panels and sparse square particles. At the top of the playfield a tight, neatly aligned formation of five columns and three rows of simple angular white-glowing enemies, one gap where a single diver left. Keep formation noticeably smaller than the overall playfield so it doesn't fill the screen. One enemy dives in zigzags through middle-right toward the player, tilted downward, with a short fading mint square particle trail showing the angular path. Two sparse pink or white enemy bullet squares, lots of open space to dodge.
Player: ONE lime-green upward-pointing ship near the lower middle-left of the playfield, with heavy black borders, two angular wings, square cyan cockpit, short mint pixel-like thruster trail, and two cyan vertical laser bolts above it. Ship silhouette is large enough to track easily on a phone. Player remains above the bottom controls; no actual finger or hand drawn.
Bottom mobile control area: a dark purple footer integrated with the arena. At its top a thin full-width cyan/mint rectangular energy bar at 70 percent with label 'BOOST ENERGY'. Below the bar, left 'LIVES' with three small lime ship icons. On the right a prominent comfortably thumb-sized glowing rectangular button labeled 'BOOST', with a simple lightning icon. At the very bottom a readable restrained hint 'DRAG TO MOVE · AUTO FIRE'. This explicitly illustrates drag-to-move with automatic shooting and a separate boost button. No joystick, no fire button, no keyboard instructions.
Visual quality: cohesive screenshot of real gameplay, sharp legible geometric arcade typography, restrained glow, clear hierarchy, safe spacing on every edge. The portrait view must look purpose-built and polished.
Avoid: photorealism, 3D, painterly textures, device mockups, phone frames, camera views, hands, platformer ground, spikes, explanatory arrows, callout panels, store controls, advertisements, desktop WASD/SPACE hints, watermark. Create exactly one portrait screenshot.
