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Made with Nano Banana 2 Lite · CC0 · 4 Oct 2026
Generated from: a scene from a small video game about: Create a polished, commercial-quality 2D pixel-art indie game called **OBJECT CLINIC**. The game combines: * Object Head characters * Medical diagnosis and treatment * Inspection and deduction gameplay inspired by the core decision-making tension of Papers, Please * Procedurally generated patients and daily rules * Light psychological horror * Mystery and branching story * Clinic management and upgrades IMPORTANT: Do not copy Papers, Please characters, visuals, story, UI, text, or world. Only use the general concept of checking information, discovering inconsistencies, following changing rules, and making difficult decisions as inspiration. Everything else must be original. ## CORE GAMEPLAY The player works as a doctor/medical inspector in a strange clinic where humans have objects instead of heads. Patients may have: TV heads, camera heads, clock heads, radio heads, lamp heads, telephone heads, CRT monitors, speakers, computers, vending machines, microphones, cameras, and many other original object designs. Every patient should feel like a real character, not just a random sprite. Each patient has: * Name * Object type * Personality * Age * Occupation * Medical history * Symptoms * Hidden condition * Stress level * Trust level * Dialogue * Medical records * Possible anomaly * Story flags ## DAILY RANDOM SYSTEM Every in-game day must be different. At the beginning of each day, randomly generate: * Daily medical regulations * Required inspections * Forbidden treatments * Special conditions * Anomaly warning list * Common diseases * Dangerous patient types * Equipment problems * Special events Example: “Today, all CRT patients must receive a signal stability test.” “Patients with altered registration numbers must be investigated.” “Sedative treatment is unavailable today.” “An unusual electrical anomaly has been reported.” The player must remember and apply these rules throughout the shift. ## PATIENT INSPECTION When a patient arrives, the player must inspect them instead of immediately treating them. Allow the player to: * Examine appearance * Read medical records * Check identification * Ask questions * Compare answers with records * Observe behavior * Perform medical tests * Search for visual anomalies * Review previous visits Some clues should be obvious. Others should require careful observation. Some should only be discovered through dialogue or medical testing. Never make important conclusions depend purely on luck. ## ANOMALY SYSTEM Some patients are completely normal. Some are sick. Some have strange anomalies. Some are dangerous. Some may be impostors pretending to be normal patients. Anomalies must have logical clues. Examples: TV HEAD: * Screen briefly displays an impossible image * Channels change without input * Facial expression does not match emotions * Static appears for exactly three seconds * Screen brightness behaves incorrectly CLOCK HEAD: * Hands move in the wrong direction * Displayed time differs from the clinic clock * Seconds occasionally stop * Clock shows a time that has not happened yet CAMERA HEAD: * Lens focuses on empty spaces * Camera records something the player cannot see * Lens count differs from medical records * Flash activates without reason RADIO HEAD: * Foreign voices appear in static * Speech repeats unnaturally * Hidden messages appear between words LAMP HEAD: * Light flickers only around certain people * Color temperature changes unexpectedly * Light turns off near anomaly sources Create many different anomaly categories and combine them randomly. ## MEDICAL DIAGNOSIS Patients should have multiple possible diagnoses. The player must gather evidence before deciding. Example: Possible diagnoses: * Overheating * Power instability * Signal damage * Stress disorder * Memory corruption * Internal mechanical damage * Unknown anomaly The correct diagnosis should depend on evidence, not random guessing. Wrong diagnoses should have consequences but should not instantly end the game. ## TREATMENT Create visually satisfying treatment interactions. Examples: Cooling therapy Signal stabilization Memory restoration Power regulation Counseling Medication Mechanical repair Isolation treatment Anomaly suppression Treatment should visually affect the patient. Their appearance, animation, expression, screen, light, sound, or behavior should change when treatment succeeds. ## PATIENT PERSONALITY Patients must have strong personalities. Examples: * Nervous * Friendly * Suspicious * Impatient * Shy * Talkative * Secretive * Arrogant * Confused Some patients lie. However, not every lie should mean they are dangerous. Sometimes they hide information because they are embarrassed, scared, or distrustful. This creates meaningful dialogue-based deduction. ## RECURRING PATIENTS Patients should be able to return on later days. They remember previous interactions. Their dialogue and behavior should change depending on previous treatment. Create long-term character relationships and personal stories. ## CLINIC MANAGEMENT Successful treatment earns money and reputation. Use money to expand the clinic. Possible upgrades: * Reception * Examination Room * Treatment Room * Laboratory * Research Room * Archive * Counseling Room * Isolation Room * Security Room * CCTV Room Each upgrade should unlock actual gameplay features, not only increase numbers. ## HORROR AND MYSTERY The game should initially feel cute, strange, and charming. Gradually introduce unsettling elements. Examples: * A patient who does not exist in the database * A medical record that changes by itself * CCTV footage showing an empty room with someone standing inside it * A patient remembering an event that never happened * A door that occasionally appears where there should be a wall * A machine activating when nobody is nearby * A patient returning with completely different memories Do not spam jumpscares. Use silence, sound design, environmental details, visual anomalies, and increasingly disturbing discoveries. The player should slowly realize that the clinic itself may be connected to the anomalies. ## ART DIRECTION Create high-quality, cohesive pixel art. Use: * Strong silhouettes * Detailed character sprites * Atmospheric backgrounds * Consistent color palette * Dynamic lighting * Environmental storytelling * Smooth animations * Polished UI * High-quality icons Characters must have: * Idle animation * Walking animation * Talking animation * Pain animation * Happy animation * Angry animation * Fear animation * Treatment animation Object Heads must visually use the properties of their objects to express emotion. ## UI / UX The interface should feel like an old medical computer mixed with an unusual retro clinic. Keep it highly readable. Main systems: * Patient information * Medical records * Today's rules * Anomaly watchlist * Inspection tools * Diagnosis * Treatment * Clinic status * Money * Reputation * Upgrade menu A new player should understand what to do within seconds. Never overwhelm the player with unnecessary menus. ## TIME AND PRESSURE Each working day has limited time. The player must balance: Accuracy vs. Speed Processing every patient perfectly should be difficult but achievable. The game should reward careful observation and good decision-making instead of random luck. ## EVENTS Add dynamic random events: * Power outage * Equipment malfunction * Emergency patient * Record system error * Patient records swapped * Anomaly outbreak * Suspicious visitor * CCTV failure * Medical shortage * Unexpected inspection * Strange nighttime event ## STORY Create a mysterious long-term story. The first days should feel like a normal clinic simulation. Gradually reveal: * Missing patient records * Altered medical histories * Strange experiments * Hidden rooms * Repeated anomalies * Patients sharing memories * The true purpose of the clinic Multiple endings should, as an in-game screenshot in a hand-drawn ink and watercolour style. Palette: paper #f2e8cf, ink #283618, player tomato #bc4749, threat plum #6d597a, accent leaf #a7c957. 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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