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Made with Nano Banana 2 Lite · CC0 · 3 Oct 2026
Generated from: a scene from a small video game about: PROJECT: "[[AL-RUJMA]]" — a first-person survival horror game in the style of Resident Evil and Signalis. Target length: 3 hours. Single location: a [[abandoned 4-floor mountain sanatorium, 1987]]. I am starting from the Survival template. Keep the existing first-person controller and collision, but modify it as described below. === ART DIRECTION (apply globally, this is non-negotiable) === - PS1-era low-poly aesthetic: 320x240 internal resolution upscaled with nearest-neighbor filtering, vertex wobble, affine texture warping, dithering. - Desaturated palette: sickly greens, rust browns, concrete grey. One accent color only: deep red. - Heavy fog: exponential fog, density 0.08, max draw distance 15 meters. The player must NEVER see more than 15m ahead. - Lighting: no global illumination. Only practical light sources (flickering fluorescent tubes, emergency bulbs, the player's flashlight). Most of the level must be near-black. - Post-processing: subtle film grain, chromatic aberration, vignette that tightens when health is low. === MOVEMENT (modify the template's controller) === - Walk speed: 2.2 m/s. No running by default. - Hold SHIFT to jog at 3.8 m/s, draining a Stamina meter (0-100, drains 20/sec, regenerates 10/sec after a 1.5s delay). - At 0 Stamina: forced walk + heavy audible breathing + slight camera sway. - Turning is slower than movement (adds physical weight). - Door interaction: hold E for 0.6 seconds — doors open SLOWLY with a creak. Never instant. - No jumping. No crouching. The player is vulnerable by design. === HEALTH (3 states, no numeric bar) === - FINE (100-60%): normal movement, no audio cues. - CAUTION (60-25%): walk speed reduced 15%, character breathes audibly, screen gets a faint red vignette. - DANGER (25-0%): walk speed reduced 35%, visible limp + camera bob, loud ragged breathing, heartbeat sound, heavy red pulsing vignette. - NO auto-regeneration, ever. Health only recovers via healing items. === LIGHTING TOOL: FLASHLIGHT === - Toggle with F. It is the player's only reliable light. - Battery meter 0-100%, drains 1.2%/sec while on. - Below 20%: the beam starts flickering randomly (0.3-1.5s off bursts). This flicker must be UNPREDICTABLE, not rhythmic. - At 0%: the flashlight dies. Batteries are a separate inventory item. === CAMERA === - First person. Add subtle handheld camera shake (low amplitude, always on) that increases when an enemy is within 8 meters — the player should FEEL proximity before seeing it. Do not add enemies, inventory, or combat yet. Build only: art direction, movement, health states, flashlight, and camera shake. Make one single test corridor (20m long, one flickering light, one door at the end) so I can feel whether this works., 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
Anzor Qughandoqa
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