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Made with Nano Banana 2 Lite · CC0 · 4 Oct 2026
Generated from: a scene from a small video game about: Make a 2D browser visual novel/mystery game called AFTER THE BELL. Protagonist Umi is a quiet girl with black hair/eyes and a purple butterfly hairpin from her former best friend Hana (long light-brown hair, purple eyes). First day of school begins normally: explore classrooms/hallways, talk to named NPCs, build friendships, do small school minigames. Everyone believes Umi and Hana hate each other. Clicking Hana exactly 20 times unlocks a secret reconciliation ending where Hana lives. Otherwise, Umi later argues with Hana. Screen fades to black. Umi wakes washing her face, believing time simply passed. She later finds Hana dead and genuinely cannot remember what happened. Someone sees Umi beside the body. Investigation follows: police questioning, evidence, witnesses, friendship consequences, clues, phone messages, journal and memory fragments. Evidence gradually reveals Umi killed Hana during the missing time after an emotional argument, but Umi had no conscious memory of it. No supernatural/evil alter ego. Include branching choices and 6 endings: Reconciliation, Jail, Confession, Denial, Run, Acceptance. Make the school-life portion cheerful, aftermath darker, with recurring butterfly-hairpin clues. Fully playable, no placeholders.IMPORTANT SECRET EASTER EGG: Hana has a hidden 20-click interaction. Before reconciliation is unlocked, clicking Hana repeatedly normally does nothing except show Umi's internal thoughts. The player must click Hana exactly 20 times. Do NOT skip, shorten, randomize, or change these lines. Display exactly one line per click in this exact order: 1. “We don't talk anymore.” 2. “I don't want to talk to her.” 3. “She probably doesn't want me talking to her.” 4. “She wouldn't even answer me.” 5. “Everyone knows we hate each other now.” 6. “I don't even remember when this started.” 7. “That's not true.” 8. “It feels like it happened overnight.” 9. “I should just leave her alone.” 10. “Why am I still looking at her?” 11. “She looks tired.” 12. “I shouldn't care.” 13. “I do care.” 14. “I hate this.” 15. “I wish things were different.” 16. “I wish I could talk to her.” 17. “I miss her.” 18. “I really fucking miss her.” 19. “I wonder if she misses me too.” 20. “Hana...” After click 20, unlock a private conversation between Umi and Hana. Umi apologizes. Hana initially resists but they slowly reconcile. Hana survives. End the game with an EARLY ENDING — RECONCILIATION. Show “Maybe some endings don't need a body.” This is a hidden Easter egg, not the normal route. If the player does not discover it, the main story continues normally.Add a real friendship/relationship system for the named students. Track separate friendship values from 0–100 for Akari, Ren, Mio, Kaito and Rei. Choices, conversations, helping classmates, doing activities together, answering questions correctly, and spending free time with someone can increase or decrease friendship. 80–100 = close friend 60–79 = friend 40–59 = neutral 20–39 = distant 0–19 = hostile/untrusting Friendship must have actual gameplay consequences. High friendship can cause classmates to defend Umi, give useful information, invite her to activities, provide evidence, or believe her during the investigation. Low friendship can cause classmates to distrust Umi, refuse to help, spread rumors, or give testimony against her. Do not make friendship purely cosmetic. Include visible or subtle feedback so the player understands that their choices matter. The player should be able to spend normal school free time talking to different students, studying, eating lunch, exploring, joining activities, or helping with small quests. Make the school feel alive even before the murder.Before the murder, make the game feel like an actual school-life game rather than immediately becoming a murder mystery. Let Umi freely explore the school between story events. Include classrooms, main hallways, cafeteria, courtyard, library, rooftop, girls' bathroom, gym, pool area, music room, art room, science room, teachers' office and counseling room. Add named NPCs with individual dialogue and personalities. NPC dialogue should change as the player's relationships develop. Include optional activities such as: - eating lunch with classmates - studying - talking/gossiping - helping classmates with small quests - exploring rooms - club activities - PE - school events - short tests Normal school sections should feel warm, colorful and relatively peaceful. Do not constantly hint that someone is going to die. The later mystery should feel more disturbing because the earlier world felt normal.Add several simple but fully playable school minigames. They should affect small rewards, friendship or exploration rather than randomly blocking the main story. 1. CLASS QUIZ: 5 multiple-choice school questions. Correct answers give a small reward or friendship increase with academically strong students. 2. MEMORY MATCH: A short visual memory puzzle where the player remembers and matches symbols/cards. 3. PE TIMING: A simple timing-based PE minigame. Press/click at the correct moment to perform well. 4. CLUB PATTERN PUZZLE: Match shapes, symbols or patterns to complete a club activity. 5. STUDY CHOICE: Let the player choose what to study and reward different choices with small dialogue/stat changes. Later, investigation puzzles should be different from school minigames. Let the player inspect evidence, compare statements, reconstruct timelines, identify contradictions and connect clues. Do not make puzzles impossible. Give subtle hints after mistakes.Add an in-game phone that Umi can open during appropriate sections. Phone sections: - MESSAGES - CONTACTS - PHOTOS - NOTES Phone content should contain actual story information, not decorative fake menus. New messages and clues can appear as the story progresses. Add a CASE JOURNAL with four categories: PEOPLE EVIDENCE MEMORIES RUMORS Important clues should automatically be recorded after Umi discovers them. Important evidence includes: - the purple butterfly hairpin near/connected to the crime scene - a tiny amount of blood on Umi's uniform - Hana's phone containing an unsent message: “I need to talk to Umi before I...” - a student hearing Hana arguing with someone but not identifying them - hallway camera footage showing Hana leaving but not clearly showing Umi - a timeline contradiction involving Umi's bathroom memory - evidence that Hana grabbed the hairpin during the argument - damaged audio containing Hana saying “You still won't admit it.” followed by a loud sound and silence The player should initially interpret these clues as evidence that somebody else may have killed Hana. Gradually make the evidence point toward Umi.Implement exactly six endings. 1. RECONCILIATION — Hidden Easter egg. Player clicked Hana exactly 20 times and unlocked their private reconciliation conversation. Hana survives. End immediately. 2. JAIL — The player performs badly during the investigation/interrogation, creates too many contradictions, falsely accuses people, or damages their credibility. Umi is detained. Ending title: “JAIL — THE WORDS FAILED YOU” 3. CONFESSION — Umi has enough evidence, accepts the truth and honestly admits that she caused Hana's death. She faces the consequences. At the end, she removes the butterfly hairpin and quietly says “I'm sorry.” Ending title: “CONFESSION — I REMEMBER NOW” 4. DENIAL — Umi sees the evidence but refuses to accept that she killed Hana. She continues denying the truth. At the end she sees Hana standing at the end of a hallway, but it is only a memory. Ending title: “DENIAL — SHE'S STILL HERE” 5. RUN — Umi discovers the truth but chooses to flee instead of confronting it. She takes the butterfly hairpin and leaves. Rei sends an unread message. Ending title: “RUN — SOME THINGS FOLLOW YOU” 6. ACCEPTANCE — The player completes the investigation thoroughly, develops strong friendships, discovers the complete memory., 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
Nouha Aboulbaraket
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