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Jalan Keabadian

  • 3d
  • idle
  • cultivation
  • mobile
  • low-poly
  • incremental
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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. xixixi hohoho built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Jalan Keabadian was built by xixixi hohoho 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 Jalan Keabadian 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 Jalan Keabadian

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.

Rebuild “Jalan Keabadian” as a mobile-friendly idle cultivation game in Indonesian, with a full-screen Three.js-style low-poly 3D scene behind a fixed HUD. The setting is a dark fantasy/xianxia cultivation island at night: use a deep navy background with subtle fog, a flat circular dark-blue island and muted jade-green training-ground top, warm moonlight from one side, cool blue rim lighting, soft shadows, and an orthographic-feeling third-person perspective from above/front. In the scene, place a stylized low-poly wooden multi-tier temple/tower at the rear center, clusters of rounded green spirit trees on the left, and a couple of rocks around the island. At the center foreground, show a simple cultivator avatar: a blue faceted cone-shaped robe, peach spherical head, and black cap-like hair. Surround the avatar with a glowing mint-green circular meditation aura, and float a bright cyan/mint glowing orb above them; animate the aura slowly rotating, the orb gently bobbing and rotating, and the character subtly swaying. The camera should look toward the center of the island from approximately position (7, 7.5, 9), aimed around character height, with the temple behind the player. Use low-poly geometry, warm wood, green foliage, navy shadows, and restrained emissive glow matching the screenshot.

Overlay a responsive HUD in Indonesian with no pointer interception except for controls. At the top left display the large cream title “JALAN KEABADIAN” and subtitle “SEKTE AWAN GIOK · IDLE CULTIVATION” in spaced uppercase lettering. At the top right show three translucent dark navy rounded stat cards with thin gold borders: “QI”, current Qi; “BATU ROH”, current spirit stones; and “BONUS”, shown as xN. Start with Qi 0, Batu Roh 12, and Bonus x1. At the bottom, show a large translucent rounded card labeled “TAHAP KULTIVASI”, with the current realm “Murid Awal” on the left and a mint income label on the right, initially “+1 Qi/dtk”. Under it place a thin rounded progress bar whose fill is a mint-to-gold gradient and represents progress toward the current realm’s Qi requirement. Below are three large rounded buttons in a three-column layout: a warm brown primary button “● Meditasi”, a dark blue button for breakthrough labeled “突破 Terobosan”, and a dark blue “Kirim Misi” button. Under the buttons, center a small explanatory line: “Ketuk Meditasi untuk mengumpulkan Qi. Misi memberi Batu Roh.” Highlight “Misi” in mint. Show temporary dark toast notifications with a gold outline near the upper middle after actions.

Implement the actual idle progression. Define these cultivation realms in order: Murid Awal requires 100 Qi and gives base rate 1; Murid Menengah requires 260 Qi and gives base rate 2; Murid Puncak requires 600 Qi and gives base rate 4; Inti Emas requires 1400 Qi and gives base rate 8; Nascent Soul requires 3200 Qi and gives base rate 15. Begin at realm index 0, Qi 0, spirit stones 12, and bonus 1. While the game runs, automatically increase Qi continuously at baseRate * bonus * 0.55 per second. The displayed income text should show “+” plus baseRate*bonus followed by “ Qi/dtk” (as in the original UI). Pressing Meditasi adds 3*bonus Qi, briefly animates the player with a subtle vertical pulse, refreshes the HUD, and shows a toast such as “Qi mengalir ke dantian +3”. Pressing Terobosan when below the current requirement must not change state and should show “Qi belum cukup”. When enough Qi is available, subtract the realm requirement, advance to the next realm (capped at the final realm), increase bonus by 1, refresh the realm/progress/income labels, and show “Terobosan berhasil!” followed by the new realm name. At the final realm, keep the index capped rather than going beyond the list. Pressing Kirim Misi completes an immediate simulated random mission: gain 8 through 19 spirit stones inclusive, plus an additional realmIndex*4, and gain floor(gainedStones/2) Qi; show a toast like “Misi selesai: +12 Batu Roh”. Spirit stones are displayed and accumulated but are not spent by any current button. Format numeric counters as integer Indonesian locale-style values, keep the progress fill capped at 100%, and update the helper text to “Qi penuh. Lakukan terobosan sekarang.” when the current requirement is met. Ensure buttons work with mouse and touch/pointer input, fit narrow mobile screens, and preserve the HUD’s layered translucent card aesthetic.

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