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Made with Nano Banana 2 Lite · CC0 · 8 Oct 2026
Generated from: a scene from a small video game about: Build the core of a polished first-person 3D psychological horror game. Setting: a mysterious abandoned medical clinic that still appears to be functioning in strange ways. Player: a newly hired doctor investigating the clinic. Patients: humanoid people whose heads are replaced by strange everyday objects, machines, screens, clocks, medical devices, lamps, telephones, cameras, containers, and other unusual objects. Create a fully playable first-person game foundation with: - first-person movement - walking - sprinting - crouching - jumping only where appropriate - mouse look - interaction system - flashlight - doors that can be opened and closed - pickups - simple inventory - readable objectives - dialogue system - examination/interrogation system - basic puzzle system - basic save/checkpoint system - pause menu - settings menu - subtitles Create the beginning of the game as a complete playable sequence. The player should begin outside or near the entrance of the abandoned clinic, enter the facility, explore the reception and waiting area, meet the first strange patient, and receive the first investigation objective. The first 10–15 minutes must be extremely understandable for a new player. Do not rush the player into unexplained events. Teach mechanics naturally through gameplay. Create a strong horror atmosphere immediately, but do not rely on constant jump scares. The game should feel like a serious commercial indie horror game, not a simple prototype. Use original designs and do not copy any existing game's characters, maps, dialogue, or assets. Make the existing game fully playable before moving on to additional content., 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
woem one
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