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Made with Nano Banana 2 Lite · CC0 · 4 Oct 2026
Generated from: a scene from a small video game about: A polished, playable browser point-and-click escape game: THE LAST LIGHT — Keeper's Workshop. Exactly 3 connected puzzles in one detailed lighthouse workshop room, 10–15 minutes. STORY: During a coastal storm you are trapped in a lighthouse workshop. The beacon is dark and a ship approaches the rocks. Restore the light to release the emergency door. VISUALS: Fixed camera with clickable close-ups. Detailed original artwork: scratched oak workbench, tarnished brass radio, rain-streaked window, nautical charts, ceramic switches, tools, heavy locked door. Warm amber lamplight vs cold blue storm light. Subtle rain, lightning, dust, glowing radio valves. Convincing textures, no placeholder shapes. Important objects easy to identify, clue text clearly readable over artwork. Animate drawers, knobs, switches and the final beacon. PUZZLE 1 — LOCKED DRAWER: A maintenance card reads "Lamp: 4, Clock: 7, Oil can: 2." The drawer's three number wheels show matching symbols in that order. Solution: 472. Wrong answers rattle the handle without losing progress. Correct opens the drawer, revealing a ceramic fuse and a card reading "Emergency broadcast: 104.6." PUZZLE 2 — RADIO: Install the fuse in the radio's labeled socket. Tune a readable dial in 0.1 increments to 104.6. Wrong frequencies produce quiet static; correct tuning plays "Activate AUXILIARY, then LENS, then BEACON." Show subtitles, allow replay, save the sequence in a notebook; radio valves glow when repaired. PUZZLE 3 — CONTROL CABINET: Three clearly labeled switches: AUXILIARY, LENS, BEACON. Activate them in the broadcast order. Auxiliary raises a voltage meter; Lens starts a motor; Beacon illuminates the sea. Wrong order resets only these switches. Correct order shows the ship turning away from danger and the door bolts retracting. Click the door to escape. ENDING: "THE LIGHT HOLDS — You escaped" with completion time, hints used, and Replay. CONTROLS: Mouse/touch, obvious Back buttons, compact inventory, mute, and three hint levels per puzzle (subtle clue, clearer guidance, exact solution). No combat, no extra puzzles, no precision clicking; all essential sounds have visual equivalents. SAVE/EXPORT: Save inventory, solved puzzles and clues; restore on reload. Export a self-contained browser package (index.html at root, local assets), no runtime AI calls or external downloads, keep save/completion reporting adaptable to a parent-message interface. Target under 8 MB zipped / 20 MB expanded / 150 files. TEST: Complete all puzzles, test wrong answers, muted audio, smaller screens and save/reload in the browser export. Deliver the playable game plus actual test results., 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
Noah Sussman
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