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Made with Nano Banana 2 Lite ยท CC0 ยท 9 Oct 2026
Generated from: a scene from a small video game about: Create a 3d dragon vore game based around the graphics. For now, I just want it to be in a cave with no exit, just a huge hemispherical cave with a flat ground, torches nearby, and the character and dragon only. The dragon has blue scales, is quadrupedal, stands horizontally like a normal dragon, and the transition from mouth to stomach isn't a scene change, but instead one connected tight tunnel via the throat. The player will still be in the same scene and there will be no loading or change. The outside world, mouth, throat, and stomach of the dragon are all one connected scene. The dragon will start out crouched and mouth open, their tongue moving idly, slowly and with small movements. The player will be able to crawl into the dragon's mouth, and crawl down the dragon's throat, and the player will be in first-person view the entire time. As the player reaches a certain threshold in the dragon's throat, the dragon will swallow and push the player into their stomach, but there will be no acid for digestion. There will be no digestive juices, making it "safe vore" instead of "hard vore." The player can then have the option to climb back out the throat hole and into the spacious mouth. Inside the stomach, there will be ambient stomach noises, and inside the throat, there will be ambient swallowing noises when the dragon swallows, and wet sounds when the player moves around inside the dragon's stomach, throat, or mouth. I want the interior of the dragon's throat, mouth, and stomach to be on the same model and mesh as the dragon model in general, and each section of the dragon's anatomy is generated normally and individually instead of having a singularly-generated tilemap. There will be lighting, and the player will have a flashlight in front of them, but the flashlight isn't necessarily an item or something you can see your character sprite holding in front of you, but instead a light shining forward. As the player touches the tongue, a key part of the game is to be able to see the tongue or mouth mesh move under the player's feet, as if the player character's feet are sinking into the soft flesh of the tongue. When the player is moving down the dragon's throat, the throat mesh will encompass the player and move along with the player, as if you're pushing throat behind you in order to move closer to the stomach. When you are in the stomach, the stomach will be idly moving and stretching and expanding just like a normal stomach does., as an in-game screenshot in flat colour 2D shapes with a bright limited palette. Palette: sky blue #8ecae6, grass #3a7d44, player sunflower #ffb703, threat red #d62828, accent white #fdfcdc. 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
Ryan Packer
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