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Made with Nano Banana 2 Lite · CC0 · 4 Oct 2026
Generated from: a scene from a small video game about: 2D side-scroller horror game "Welcome to Stalino-na-Lenino" — dark retro pixel art style. MAIN MENU SYSTEM (2D side-scroller layout): - Buttons for language selection: 'Русский', 'English', '中文'. - All UI text (Play, Options, Exit) dynamically re-localizes based on the selected language (full i18n dictionary wired through to every screen, HUD, dialogues and cutscenes). - Audio toggle switch labeled 'Music: ON/OFF' that plays or mutes a looping 8-bit electronic horror track (asset referenced by a MusicConfig path so the chiptune clip can be dropped in). - Clicking 'Play' triggers the intro cutscene before entering gameplay. INTRO CUTSCENE: - 4-frame comic strip, dark 2D pixel art: Frame 1 young guy in brown jacket playing computer games at night; Frame 2 a glowing neon portal opens behind him; Frame 3 the portal texturizes and sucks the panicked guy inside; Frame 4 pitch-black screen with retro text typing on character-by-character (typewriter effect): "Welcome to Stalino-na-Lenino..." — localized per current language. - Frame 4 then fades into gameplay. LEVEL LAYOUT — 2D side-scroller, single side-view slide of a gloomy two-story house with a basement: - TOP FLOOR, right: bathroom with sink, toilet, one wardrobe the player can hide inside; the word 'Windy31' written in dripping blood on the wall (decor pixel billboard). - TOP FLOOR, left: two bedrooms side-by-side against the wall, each with a bed (under-bed hide spot) and a shelf. - BOTTOM FLOOR, right: kitchen with a wall phone (interactive — used for police call) and a locked exit door (unlocks only on win). - BOTTOM FLOOR, left: Grandpa's room with a TV (on TV flicker animation), an armchair (Grandpa's seat) and a wardrobe (the only Book spawn is strictly inside this wardrobe). - BASEMENT: contains an old rusty car; the Axe spawns inside the car for the kill path. - Vertical navigation: stair objects left/right that let the player step between top floor, bottom floor and basement; each floor is a horizontal side-scroller strip with its own camera bounds. - Hidden spawn pockets (invisible collision boxes tagged with an area id: bedroom_shelf_A, bedroom_shelf_B, kitchen_counter, kitchen_under_sink, bedroom_floor_A, bedroom_floor_B, bedroom_bed_A, bedroom_bed_B, basement_behind_car, basement_pipe_stack) — five of these pockets get 5 Sandwiches and eight of these (some with 2) get the 8 Dolls, assignment random via randi every time the game starts. 1 Book fixed inside Grandpa's wardrobe. - HUD inventory counter top-right showing collected items as "Book 0/1 Sandwich 0/5 Doll 0/8". PLAYER SPRITE SHEET: - Young guy: messy hair, brown jacket, boots. Spritesheet with 8-frame walking animation (4-frame walk cycle times 2 for left/right or up/down + 4-frame idle + 4-frame run + 1-frame hide pose). Retro 2D pixel art, ~32x40 px per frame. GRANDPA SPRITE SHEET: - Fat bearded old man, stained white t-shirt with a yellow beer stain on the collar, grey shorts, boots. Same frame layout: 8-frame walk, 4-frame idle, 1-frame sitting-in-armchair, 1-frame sleeping,, 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
Ishwh Systy
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