Arcade › 03:17 — JANGAN PULANG DULU
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03:17 — JANGAN PULANG DULU was built by Keisya Alinka savira with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.
Remix 03:17 — JANGAN PULANG DULU opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.
Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.
Create a first-person 3D atmospheric horror exploration game titled “03:17 — JANGAN PULANG DULU” (Indonesian: “Don’t Go Home Yet”). The player is Nara, alone in a dark school at 3:17 AM, and must investigate several locations, find an access card, and escape through the main gate. Use a perspective FPS camera with mouse/touch look and keyboard movement; support WASD-style movement, jumping, Shift to run, E to interact, and F to toggle the flashlight. Also provide on-screen touch buttons labeled F, E, and RUN for mobile play. Keep the player in a long enclosed school layout with a central corridor, dark ceiling, tiled/industrial gray floor, side walls, classroom sections, and a courtyard beyond the exit. The starting position is near the entrance looking down the dim corridor toward Classroom 10A. Build the environment in a very dark blue-black nighttime palette with fog, soft moonlight, a narrow bright cool-white flashlight cone attached to the camera, sparse ceiling fluorescent fixtures, and occasional red emergency lighting. Include visible school details: rooms labeled “CLASSROOM 10A,” “CLASSROOM 10B,” and “LIBRARY,” rows of desks and chairs in those rooms, doors along the corridor, a “STAIRS ↑” sign, and a “MAIN GATE” at the far end. The visual style should be restrained, cinematic, low-light 3D horror with hard silhouettes, subtle reflections/shadows, vignette, and a small glowing crosshair at screen center. Furniture can be simple dark wood desks and chairs; the room walls are muted gray-blue with colored accent panels (blue at 10A, muted red at 10B, green at the library). Implement the story as proximity-based interaction hotspots that only advance in sequence. Initially show the objective “Cari barangmu di Classroom 10A.” and the HUD message/title. When the player reaches the first hotspot in Classroom 10A and presses E, advance to objective “Periksa meja terakhir di Classroom 10A.” and show a brief Indonesian message such as “Kamu yakin tadi pulang?”. The next valid interaction is the Classroom 10B notice, advancing to “Cari petunjuk aktivitas setelah jam sekolah di Classroom 10B.” with the message “Ada bau kapur... dan suara kursi digeser.” Next, allow inspection of the night-duty board in the teachers’/library-side area, advancing to “Temukan night-duty board di Teachers' Room.” and showing “Nama-nama itu ditulis tangan.” Then allow opening the attendance book near the library/desk area: change the phone time from 03:17 to 03:18, show “03:18\nSesuatu di sekolah ini baru saja berubah.”, and set the objective to “Cari access card untuk membuka main gate.” At this stage introduce a translucent, faintly emissive ghost/guardian figure in the corridor, with occasional unsettling appearances and a quiet ominous tone cue. The next interaction is an access card near the stairs on the lower-floor route. After taking it, set the objective to “Turun ke lantai bawah dan lari ke main gate.”, begin a chase, show the guardian, and display “Jangan menoleh.” The guardian should slowly pursue from behind while keeping some distance; if it gets too close, briefly show “Kamu berlari tanpa menoleh.” without adding combat or weapons. Finally, at the main gate, pressing E with the correct sequence completed triggers a slow black fade and a centered ending panel reading “KAMU BERHASIL PULANG.” followed by “ENDING 1” and “PULANG”. There should be no combat, inventory system, enemies other than this ghost guardian, or alternate endings. HUD: Put the title “03:17 — JANGAN PULANG DULU” in small spaced uppercase text at top-left; put a rounded top-right status pill that reads “FLASHLIGHT ON” or “FLASHLIGHT OFF”; show the current objective at lower-left in a translucent dark panel with a thin pale vertical accent line; show a lower-right phone panel labeled “NARA’S PHONE” with a digital 03:17/03:18 time; show a tiny glowing center crosshair; show a contextual centered-bottom prompt such as “[E] Ambil barangmu”, “[E] Baca notice”, “[E] Periksa night-duty board”, “[E] Buka attendance book”, “[E] Ambil access card”, or “[E] Gunakan access card” only when near the appropriate hotspot. Add a translucent dark message box for story messages and a full-screen black fade for the ending. Use Indonesian UI and dialogue exactly as described, and make the experience feel like a short linear supernatural school escape rather than an action game.