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Made with Nano Banana 2 Lite · CC0 · 5 Oct 2026
Generated from: a scene from a small video game about: SCHOOL ESCAPE: polished playable 3D browser horror/stealth, not a prototype. Student trapped in large school at night; scary teacher patrols, hunts via line-of-sight + realistic hearing (footsteps walking/sprinting, doors, dropped items, distractions; no instant knowledge), chases, investigates last known spot, searches rooms/hiding spots, grows more aggressive as objectives complete. Map: interconnected detailed school — hallways, classrooms, library, science lab, computer room, principal's office, teacher lounge, cafeteria, gym, bathrooms, storage, security room, maintenance, basement, tunnels, rooftop, emergency exit, locked doors, vents, lockers, hiding spots (lockers/closets/under desks), furniture, clues, secret rooms. First-person: WASD, mouse look, Shift sprint, Ctrl/C crouch, E interact, Tab inventory, Esc pause; plus responsive mobile joystick + look + sprint + crouch + interact. Hiding not always safe (teacher can check lockers, hear through closed doors). 8-10 connected objectives: find keys/keycards/codes, enter restricted rooms, restore electricity, find tools (screwdriver, wire cutters), solve puzzles, disable security, escape. Randomize key item locations, puzzle locations, some objective paths, patrol routes. Items: flashlight, batteries, keys, keycards, notes, codes, screwdriver, wire cutters, medkits, noise makers, tools. Simple inventory. Puzzles: codes, symbols, electrical switches, fuses, item combos, keycard locks, hidden switches. Atmosphere: dark abandoned school, flickering + emergency lights, shadows, fog, dust, distant sounds, dynamic lighting, tension-based horror. Audio: directional footsteps by surface, doors, lockers, electricity, ambience, wind, teacher voice lines, suspense + heartbeat + chase music. Polish: smooth anims, camera effects, screen shake, particles, flashlight, UI transitions, chase indicators. UI: main menu (Play, Difficulty, Settings, High Scores), pause, game over, victory; HUD with objective, inventory, stamina, interaction prompts. Difficulty: Easy, Normal, Hard, Nightmare (smarter/faster AI, detection, fewer resources). Score: objectives, puzzles, secrets, stealth, fast escape; save high scores locally. Secrets/ending: secret rooms, collectibles, hidden clues, secret escape route, multiple endings based on actions. Security: cameras throughout; security room temporarily disables them. Performance: optimize lighting, AI, textures for ~60 FPS desktop and mobile. Build the actual working publishable game., 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
R4Z0X GAMING
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