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Made with Nano Banana 2 Lite · CC0 · 5 Oct 2026
Generated from: a scene from a small video game about: "THE LAST SIGNAL" — a polished playable 3D third-person adventure/stealth game prototype. NOT a tech demo or empty walking simulator. CORE GAMEPLAY: The player enters a mysterious abandoned forest to investigate a radio signal. Objective: find a missing radio component hidden inside an abandoned research station and escape the forest. It should feel like a real small indie game: responsive third-person movement, exploration, stealth, enemy encounters, environmental storytelling, clear objectives, tension, meaningful player decisions, satisfying feedback, and a clear beginning/middle/ending. WORLD: ONE compact but detailed stylized low-poly 3D forest (NOT a huge open world — make the small environment detailed and interesting): - a small abandoned cabin where the game begins - winding forest paths - rocks, trees, vegetation and small environmental details - an abandoned campsite - a ruined research station - an underground entrance - several possible routes through the environment - a final escape route PLAYER: Third-person camera with smooth follow. Controls: WASD = movement, Shift = sprint, Space = jump, E = interact. Movement must feel responsive and polished. GAMEPLAY LOOP: Explore → Find clues → Avoid danger → Reach the research station → Find the radio component → Escape while enemies search for the player → Return to the cabin → Transmit the recovered signal. ENEMY AI (several enemies patrolling the research station and surrounding forest) — clear state machine: PATROL → SUSPICIOUS → INVESTIGATE → SEARCH → CHASE → RETURN - follow patrol routes - detect the player using distance and line of sight - investigate unusual activity - remember the player's last known position - search the area after losing sight of the player - return to patrol if they cannot find the player Enemies must NOT permanently chase — they lose the player and search intelligently. STEALTH: Multiple ways to avoid enemies: hide behind environmental objects, break line of sight, take alternate paths, wait for patrols, use the environment to stay hidden. The player should feel clever when successfully avoiding an enemy. STORY: The forest was abandoned several years ago. At the beginning the player's radio receives: "Do not come looking for us." The player investigates anyway. During exploration they find short environmental clues — damaged equipment, abandoned research notes, strange markings, evidence that people left in a hurry. No long text dumps: tell the story mainly through the environment. ENDING: After recovering the radio component, the player returns to the cabin and repairs the radio. A new transmission begins: "You found the signal." Pause. Then: "Now they know where you are." End the prototype immediately after this transmission. GAME FEEL (priority order): 1) FUN 2) RESPONSIVE CONTROLS 3) EXPLORATION 4) STEALTH 5) ATMOSPHERE 6) INTELLIGENT ENEMIES 7) STORY. Do NOT add crafting, multiplayer, a huge inventory, procedural generation, or dozens of NPCs. POLISH: Cohesive stylized 3D art direction with atmospheric lighting, fog, shadows, environmental audio, footsteps, interaction sounds, radio static, subtle music, clear visual feedback, and objective notifications. The player should understand the goal without reading documentation. The first 10 minutes should feel like the opening of a real indie adventure game. Build the actual playable game, not just a design document., as an in-game screenshot in chunky low-poly 3D with flat shaded materials. Palette: dusk violet #2b2d42, stone #8d99ae, player coral #ef8354, threat teal #2a9d8f, accent gold #f4d35e. Everything is original: never draw or resemble characters, places or logos from existing games, films or brands (no red-capped plumbers, no famous mascots), even when the idea names one. Keep the pictures honest: they promise what a small first version of this game, made in a game engine in a few days, can look like. Simple readable shapes, clear silhouettes, few flat materials, the in-game camera view. Never film stills, photoreal renders, AAA key art, detailed textures, cinematic lighting, or anything that looks like a big-studio game. No text, UI, HUD, logos or editor screens inside any image.
Creator
Delaram Najafi
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