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Dika & Anin

  • 2d
  • pixel-art
  • narrative
  • adventure
  • choice-based
  • romance
  • exploration
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Click the game above and it runs right here in your browser. No download, no installer, no account needed. PICOO built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Dika & Anin was built by PICOO 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 Dika & Anin 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 Dika & Anin

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.

Recreate a browser-based 2D pixel-art narrative adventure titled “Dika & Anin: Kisah di Bawah Hujan.” Use a single 960x540 logical canvas that scales responsively to fit the browser while preserving its aspect ratio, with pixelated/no smoothing rendering and dark navy letterbox/background around the game when the viewport is taller or wider. All visible game text is Indonesian.

Opening screen: show a split scene with a dusty rose upper sky and blue-gray lower ground, sparse short golden road/rain marks, and two simple blocky pixel characters facing each other near the center. Display the large pale-yellow title “DIKA & ANIN,” subtitle “Kisah di Bawah Hujan,” and the line “Sebuah petualangan kecil tentang keberanian berkata jujur.” Put a coral rounded rectangular button labeled “MULAI PETUALANGAN” near the bottom center. Under it show “WASD / tombol arah untuk berjalan  •  E / A untuk berinteraksi.” Clicking/tapping the button starts the game.

Core gameplay: this is a small top-down/side-on-looking 2D exploration game with a fixed camera and a walkable rectangular area. The player is Dika, represented by a chunky pixel person: peach square head, blue cap/hair and blue shirt, dark navy block legs. Move freely in four directions with WASD or arrow keys. On narrow screens provide a translucent touch directional pad at lower left and an A interaction button at lower right. The player moves at a steady speed, is clamped inside the play area, and faces left or right based on horizontal movement, with a tiny bobbing walk animation. Nearby NPCs show their names above them; when close, display a bottom prompt such as “Tekan E / tombol A untuk bicara dengan Tama.” Press E, Enter, or the touch A button to interact. Movement and interaction are disabled while a dialogue box or ending screen is active.

Include four connected scenes/areas, entered by walking into visibly marked exit rectangles, with a scene name in the HUD. The HUD is a dark translucent rounded panel across the top: left side “DIKA & ANIN” and the current location; center the current mission text; right side a five-heart status display formatted “Hati: ♥♡...” in pink. The mission sequence is: “Temui Tama di kota,” “Carikan hadiah di Kafe Senja,” “Temui Anin di taman,” “Antar Anin ke sekolah,” “Cari Tama yang menghilang,” “Perbaiki salah paham,” and finally “Tentukan akhir cerita.”

Scene 1, “Kota Kecil”: blue periwinkle sky, tan ground, a dark muted strip and a row of simple tan/blue buildings along the upper area, a tan building on the left, a dark purple café-like building on the right, and a small green structure near the top center. Rain falls as many diagonal pale-blue pixel streaks. Place Tama around the right-center, wearing a coral/orange top and facing left, and Anin farther right/up, wearing a pale pink top. Mark exits with translucent dark rounded boxes and labels: left “↔ Sekolah,” right “↔ Kafe,” and upper center “↔ Taman.” Initially the objective is to approach Tama and talk to him. His first dialogue should say: “Dika! Kamu harus berhenti cuma menatap Anin dari jauh. Belikan dia hadiah kecil di Kafe Senja. Aku yakin kamu bisa.” This advances the quest to the café.

Scene 2, “Sekolah Pelita”: pale blue-gray sky and tan ground/building. Draw a large cream school facade with a muted red upper sign area reading “SEKOLAH PELITA,” three blue-gray door/window blocks, and a left exit labeled “↔ Kota.” Anin stands around the right-center. After the player has obtained the gift and met Anin in the park, walking here and talking to her triggers the misunderstanding dialogue with two selectable choices: “Jelaskan dengan jujur” and “Menghindar dan bercanda.”

Scene 3, “Kafe Senja”: dusty rose sky and dark mauve ground. Draw a large dark café structure with a coral sign area reading “KAFE SENJA,” the label centered in the sign, and three tan table/counter blocks along the lower building. Place Tama on the left side, plus a right exit labeled “↔ Kota.” When the player enters this scene during quest 1, automatically set the gift state and show a dialogue from “Kafe”: “Kamu membeli payung kecil berbentuk hati. Hadiah yang sederhana, tapi tulus.” The gift is a story flag rather than a visible inventory item, and the quest advances to meeting Anin in the park. Later, after the misunderstanding route, Tama is found here; talking to him advances the story and displays: “Aku tidak menghilang, aku sedang mencari keberanianmu! Anin salah paham karena melihatmu bersama orang lain. Temui dia di taman dan jelaskan semuanya.”

Scene 4, “Taman Kota”: green sky/foliage and green grass, with tan paths crossing through the middle, several simple brown-trunk trees with blocky green canopies, and a muted bench near the lower middle. Put the label “TAMAN KOTA” near the top. Place Anin near the center/right and a bottom exit labeled “↔ Kota.” On the first visit after getting the gift, talking to Anin displays: “Kamu datang juga. Hujannya cantik, ya? Kalau tidak merepotkan, mau mengantarku sebentar ke sekolah?” and advances the quest to escorting her to school. After the school conversation and Tama is found, returning to Anin in the park displays: “Aku ingin percaya padamu. Apa yang sebenarnya kamu rasakan?” with three choices: “Aku menyukaimu, Anin,” “Kita sahabat yang penting,” and “Tidak ada apa-apa.”

Dialogue presentation: pause the world under a translucent navy overlay, then show a large dark navy rounded dialogue panel along the bottom with a gold outline. Render the speaker name in a character-specific peach/gold color, wrapped white monospace dialogue text, and “A / Enter untuk lanjut” when there are no choices. For choices, show stacked dark rounded options numbered 1, 2, and 3, selectable by number keys 1–3, clicking, or tapping. Regular non-story conversations should remain available and say either Tama’s “Tenang, Dik. Tarik napas. Perasaan itu bukan ujian matematika.” or Anin’s “Hai, Dika. Senang melihatmu hari ini.”

Branching consequences: choosing “Jelaskan dengan jujur” increases hearts by 1, clears the misunderstood state, and makes Anin say “Oh… jadi Tama yang kamu temui? Maaf sudah salah paham. Tolong cari dia, ya. Dia tadi pergi ke kafe.” Choosing “Menghindar dan bercanda” decreases hearts by 1 (not below zero), sets the misunderstood state, and makes Anin say “Kamu selalu bercanda saat aku serius. Tolong cari Tama. Aku butuh waktu.” At the final park question, choosing the love confession increases hearts by 2 and produces a happy ending if total hearts are at least 3, otherwise a friendship ending; choosing friendship increases hearts by 1 and produces the friendship ending; choosing “Tidak ada apa-apa” produces the sad ending. Do not add combat, enemies, collectibles, inventory screens, or other mechanics.

Ending screens: replace gameplay with a solid dark navy background and centered text. Happy ending title in pale gold: “HAPPY ENDING,” followed by “Di bawah hujan yang lembut, Dika akhirnya berani jujur.”, “Anin tersenyum dan menggenggam tangannya.”, and “Mereka memulai kisah baru bersama.” Friendship ending title in pale mint: “FRIENDSHIP ENDING,” followed by “Dika dan Anin memilih menjaga kedekatan mereka.”, “Tidak semua rasa harus menjadi kisah cinta.”, and “Persahabatan mereka tetap hangat seperti senja.” Sad ending title in muted lavender: “SAD ENDING,” followed by “Dika datang terlambat.”, “Anin sudah pergi bersama keluarganya.”, and “Yang tersisa hanyalah pesan yang tak pernah terkirim.” Add a bottom-center rounded button labeled “MAIN LAGI” that reloads/restarts the story.

Art direction: deliberately simple, crisp low-resolution pixel art built from rectangles, with no external assets required. Use a muted romantic palette—dusty rose, periwinkle, teal-gray, tan, coral, navy, pale cream—and monospace text throughout. Add a very quiet square-wave/chiptune-style repeating melody after the first user interaction, and rain streak animation only in the town and park scenes. Keep the tone gentle and intimate, focused on exploring, honest conversation, and branching relationship outcomes.

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