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03:17 — JANGAN PULANG DULU

  • 3d
  • first-person
  • horror
  • exploration
  • psychological-horror
  • indonesian
  • school
  • story-driven
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Keisya Alinka savira built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

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.

Read the build brief for 03:17 — JANGAN PULANG DULU

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 psychological horror exploration game titled “03:17 — JANGAN PULANG DULU,” set inside an empty Indonesian school at night. Use a dark, cool blue-gray visual style: near-black background, dense fog, dim moonlight, a narrow bright flashlight beam, reflective dark floors, worn gray walls, fluorescent ceiling fixtures that occasionally flicker, and simple low-poly school furniture. The player character is Nara, viewed only through an FPS camera with a centered crosshair. Begin with a full-screen Indonesian title/instruction panel reading: “03:17 JANGAN PULANG DULU,” followed by the premise that the school should be empty, Nara does not remember how she returned, and she must find her belongings, find a way out, and not trust everything she sees. Provide a “MASUK SEKOLAH” start button.

Build one connected school floor plan. The player starts in the Kelas 10A area near the northern end, with a long central corridor extending south. Include classroom wings and clearly labeled rooms/signs in Indonesian: KELAS 10A, KELAS 10B, RUANG GURU, ADMINISTRASI, PERPUSTAKAAN, GUDANG, TOILET, and TANGGA. Add classroom desks/chairs, office desks, library bookcases, glass windows, doors, a dark courtyard, and a metal main gate at the southern end labeled “GERBANG UTAMA.” Doors are heavy wooden panels; when aimed at and interacted with, they report that the door is heavy but unlocked rather than actually opening/closing. The environment should be navigable with collision against the walls, floors, rooms, furniture/building boundaries, and gate structure.

The central progression is a sequential investigation driven by a top-left objective HUD and first-person interaction. Place small paper-like interactable objects on desks/tables, and only allow the currently relevant item to advance the story. In Kelas 10A, let the player inspect Nara’s notebook. Display the text: “Buku catatan Nara. Di halaman terakhir: \"Jangan pulang sebelum mengambil kartu di administrasi.\"” and change the objective to finding the after-hours notice in Kelas 10B. In Kelas 10B, let the player inspect the notice and display: “PENGUMUMAN: Barang tertinggal setelah jam sekolah wajib dilaporkan ke administrasi. Kunci kantor terhubung dengan guru piket malam.” Then objective: inspect the night-duty board in Ruang Guru. In Ruang Guru, let the player inspect the night-duty board and display: “Papan piket malam. Nama-nama siswa tertulis rapi. Satu nama dicoret tebal: NARA.” Then objective: find the attendance book in Ruang Guru. Inspecting the attendance book displays: “BUKU ABSENSI — Nama: Nara · Status: PRESENT · Time: 03:17 · Date: TODAY”; change the phone clock in the HUD from 03:17 to 03:18, show that the phone time changed, and objective: find the access card in Administrasi. In Administrasi, let the player inspect the access card and display: “Kartu akses gerbang utama. Ada bekas sidik jari basah di permukaannya. Ada sesuatu di tangga.” Set the objective to “LARI KE GERBANG UTAMA. Jangan berhenti.” and begin the chase. At the gate, if the card has been collected, finish with a dark fade and show “KAMU BERHASIL PULANG. ENDING 1 — PULANG.” If the player reaches/interacts with the gate too early, display that it is locked and requires the access card.

Add a simple supernatural threat tied to progression. The guardian is a nearly featureless black silhouette made from a dark capsule-shaped body and spherical head, with no visible face or detail. It briefly appears in the school after the night-duty board and attendance-book interactions, then vanishes after a short delay. After the access card is collected, make it appear near the stairs and continuously pursue the player from behind/through the school at a slow but frightening pace. If it gets close, display “Langkah itu berhenti tepat di belakangmu.” Keep the threat atmospheric and visually simple; there is no combat, weapon, enemy attack system, health, or alternate ending shown.

Use a HUD over the 3D scene: top-left small spaced title “03:17 — JANGAN PULANG DULU,” top-right rounded dark phone display showing 03:17 or 03:18, and beneath the title a translucent objective panel with a pale blue-gray left border. Put a faint plus-shaped crosshair at screen center. When the camera is aimed at an interactable object within roughly arm’s reach, show a bottom-center dark prompt such as “[ E ] Interaksi” or “[ E ] Buka / periksa 10A”; otherwise hide it. Story messages appear centered in the lower-middle of the screen and fade away. Add right-side/bottom touch controls labeled FLASH, E, and RUN for mobile, while desktop uses WASD movement, mouse look, E to interact, F to toggle the flashlight, and Shift to run. Support a built-in FPS controller with gravity/jumping as implemented, and mobile joystick/look gestures through the controller system. The flashlight can be switched off and on and should visibly remove/restore the strong forward spotlight. Keep the experience focused on exploration, sequential evidence collection, oppressive lighting, and the final escape rather than combat or puzzles beyond locating and inspecting the objects.

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