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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 small, polished, playable horror game called **"The Last Light"**. The game should be designed for a **9-year-old player**, so it should be spooky and exciting but NOT extremely disturbing, gory, or violent. ## Core Goal Build a short game that takes approximately **5–10 minutes to complete**. The player is trapped inside a small abandoned house during a power outage. Their goal is to: 1. Explore the house. 2. Find **3 electrical fuses**. 3. Place the 3 fuses into the electrical box. 4. Restore the electricity. 5. Find the front door and escape. ## Environment Create one small house with: * Living room * Bedroom * Small hallway * Bathroom * Kitchen * Electrical room Keep the environment compact and simple to reduce bugs and unnecessary complexity. ## Gameplay The player should have: * First-person movement. * WASD movement. * Mouse camera control. * Simple interaction system. * A small flashlight. * Ability to pick up the 3 fuses. * Inventory showing collected fuses. * Clear objective text. When the player approaches an interactive object, show: **"Press E to interact"** ## Horror System Keep the horror atmospheric rather than violent. Use: * Flickering lights. * Strange sounds. * Footsteps in another room. * Doors opening by themselves. * Objects slightly moving. * Shadows appearing briefly. * Occasional visual glitches. Do NOT use gore, blood, weapons, or graphic violence. ## Monster Add ONE simple supernatural creature. The creature should: * Appear only a few times. * Mostly stay in the distance. * Never require complicated combat. * Disappear after a few seconds. * Never permanently kill the player. Use the creature mainly for tension and jump scares. ## Events ### Event 1 When the player enters the hallway for the first time: * Lights flicker. * A door slowly closes. * A quiet whisper sound plays. ### Event 2 When the player collects the second fuse: * Lights turn off for 3 seconds. * Footsteps are heard behind the player. * When the lights return, the creature is briefly visible at the end of the hallway. ### Event 3 When the player installs the third fuse: * Electricity comes back. * All lights turn on. * The house becomes unusually quiet. * The front door unlocks. ### Final Event When the player approaches the front door: * The door opens slightly. * The creature suddenly appears behind the player. * A short jump scare occurs. * The screen briefly shakes. * The creature disappears. * The player escapes. Then show: **"YOU ESCAPED."** and a simple restart button. ## Audio Use simple atmospheric sounds: * Wind * House creaks * Footsteps * Electrical buzzing * Door sounds * Low ambient tension * Short whisper * One jump-scare sound Keep audio appropriate for children. ## Visual Style Use a stylized low-poly 3D horror aesthetic. Lighting should be: * Dark * Atmospheric * Cinematic * But still bright enough that the player can navigate easily. Use warm/dark neutral colors and avoid excessive darkness. ## Important Stability Requirements Prioritize **stability and simplicity over graphical quality**. Do NOT create: * Complex AI behavior * Multiplayer * Combat systems * Procedural generation * Complex inventory systems * Large environments * Advanced physics * Multiple enemies * Complicated quests Every gameplay system should be simple and deterministic. Make sure: * The player cannot get permanently stuck. * Fuses cannot disappear permanently. * Doors cannot become permanently locked by bugs. * The game can always be completed. * The player always has a clear next objective. * All interactions have reliable collision detection. * The game has a restart option. Before finishing, test the complete gameplay loop from beginning to end and fix any obvious gameplay-breaking bugs. The final result should feel like a **small, polished horror game**, not a large unfinished project., 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
ali arefnezhad
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