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Made with Nano Banana 2 Lite ยท CC0 ยท 5 Oct 2026
Generated from: a scene from a small video game about: Initialize a new 3D first-person survival horror project. Set global rendering and visual presentation to match the exact visual style, low-poly aesthetics, and VHS filter of Poop Killer 1, 2, and 3 by 616 GAMES. [SYSTEM RENDERING PIPELINE] 1. PSX POST-PROCESSING: Apply a permanent low-resolution pixelation shader, heavy color posterization, and a vintage 1980s VHS tracking static overlay filter across the camera view. 2. TEXTURE RESTRICTION: Disable all high-fidelity smooth textures. Force low-resolution, gritty retro wood textures for floors and peeling wallpaper for walls to match the 616 Games itch.io aesthetic. [PHYSICS & LEVEL DESIGN MATRIX] 1. STAIR COLLISION ENFORCEMENT: Rebuild all staircase meshes. Do not use smooth steep ramp colliders. Apply a rigid character-navigation step mesh or a shallow 30-degree slope angle to all stairs (basement, second floor, attic) ensuring the player can climb and descend smoothly without sliding or hitting invisible walls. 2. TERRAIN DISPLACEMENT: Offset the external yard terrain mesh strictly below the house foundation node layer. Ensure 0% grass texture clipping inside the house. 3. ENVIRONMENT OVERHAUL: Replace all plain geometry blocks with stylized low-poly furniture models. The bed model must look like a flat, uncomfortable, dirty mattress on a cheap frame. [ITEM & AI DATA LOGIC] 1. GRAVITY ITEM PHYSICS: All key and asset items must spawn resting 100% flat on horizontal surface coordinates. Set item float, item auto-rotation, and item scale-up variables to FALSE. The player holds 1 item visibly at a time. Pressing 'G' drops the item via gravity. 2. CAPTION REMOVAL: Permanently disable text caption strings like '*CREEAAK*' or '*CRASH*' from the screen view. Map those event triggers directly to real audio file playback for floorboards and objects. 3. KILLER ENEMY AI: The monster must be a low-poly character model of an old woman (Granny) wearing a dusty nightgown. She must actively and constantly patrol across all house floors using an unpredictable walking animation cycle instead of standing still or gliding. 4. CONTROL REBIND: Map the crouch action strictly to the Input 'C' key. Remove all crouch bindings from the Control key to prevent Ctrl+W tab closure loops., 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.
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user_15aba844
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