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Remix Karanlık Dosyalar 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.
Recreate “Karanlık Dosyalar: Son İz” as a single-player, third-person 3D detective investigation vertical slice, with Turkish UI and text. The opening screen is a dark, atmospheric title card with a radial blue-black gradient and a large bordered panel. Show the eyebrow “TEK OYUNCULU DEDEKTİFLİK DİKEY DİLİMİ”, the serif title “Karanlık Dosyalar: Son İz” with “Son İz” in muted crime-scene red, and the premise: “Saat 02.17. Eski Vesper Oteli'nde bir iş insanı ölü bulundu. Şehir susuyor; deliller konuşuyor.” Provide “Yeni Soruşturma” (red primary button) and “Devam Et” buttons, with a small controls note: computer WASD, mouse, E, Shift, F, Tab, I, Esc; iPhone uses an on-screen joystick and buttons. Persist investigation progress in local storage so Continue restores it. When starting, load a dark rainy hotel crime scene in a small enclosed room. Use a fixed third-person perspective camera that follows a simple procedural detective avatar: a dark capsule-like body, a small skin-colored spherical head, initially at the rear-left of the room. Allow WASD/joystick movement, mouse camera control, jumping/gravity, and Shift movement behavior through the third-person controller. Render with Three.js-style physically based materials, shadows, fog, ACES-like dark exposure, a cold blue-gray hemisphere/moon light, and a red point light. The room has a dark gray floor, a large muted reddish-brown crime-scene rug, dark walls/room shell, exterior street-lamp silhouettes beyond the room, and visible stylized rain particles. Include a desk, chair, and round table lamp as imported low-poly furniture props near the back/right side. Place several idle animated humanoid suspect NPCs around the room, using a low-poly character style; they are visual scene inhabitants and the investigation is driven by proximity interactions and panels rather than combat. Place eight glowing gold interaction markers around the room. When the player comes within roughly interaction distance, show a bottom-center hint such as “E · Kırılmış kol saati”; pressing E or the on-screen “E · İncele” button records the item and displays a temporary “Delil kaydedildi” notification. The eight collectible evidence entries must be exactly: 1. “Kırılmış kol saati”, location “Otel odası · halının kenarı”: its glass stopped at 02.06 while the victim’s phone’s last activity was 02.17, suggesting the scene may have been staged; relation “Zaman çizelgesi”, trust “Orta”. 2. “İki farklı ayakkabı izi”, location “Otel odası · halı”: one expensive leather sole belongs to the victim, the other is narrow, oily and wet, going to the window without returning; relation “Pencere / kamera boşluğu”, trust “Yüksek”. 3. “Yarım kalmış kahve”, location “Masa”: cold coffee, no lipstick on the rim, but clustered unknown fingerprints on the sugar packet; relation “Ziyaretçi”, trust “Düşük”. 4. “Silinmiş mesaj kaydı”, location “Masa · telefon”: notification cache preserves “Dosya 17’yi açarsan...” from an unregistered number; relation “Eski Dosya 17”, trust “Orta”. 5. “Kilitli çekmece”, location “Masa”: lock was not forced, its key may be in the old records cabinet at hotel reception, and fine gray fibers cling to it; relation “Tekstil / otel personeli”, trust “Orta”. 6. “Çamurlu ayak izleri”, location “Pencere önü”: black clay matches the harbor side, although the window is locked from inside; relation “Liman deposu”, trust “Orta”. 7. “11 dakikalık kamera boşluğu”, location “Güvenlik odası”: footage is missing from 01.58–02.09, system time is four minutes slow, and manual deletion marks are present; relation “İç erişim”, trust “Yüksek”. 8. “Eski fotoğraf”, location “Kurbanın ceketi”: the victim, a young prosecutor, and the Vesper Hotel basement door appear in it, with “Bunu unutma.” written on the back; relation “Dosya 17”, trust “Yüksek”. The HUD is a restrained dark translucent overlay. At top-left show “Vaka 01 · Yağmurlu Gece” and an objective that progresses from “Olay yerini incele. En az 8 delil topla.” to “Üç şüpheliyi sorgula.” once all evidence is collected, then to “Delilleri bağlantı panosunda birleştir ve çıkarım yap.” after at least three suspects have been questioned. At top-right show “Delil X/8”. At bottom/right provide buttons “E · İncele”, “Tab · Defter”, “F · Fener”, and “I · Envanter”. F toggles a warm cone flashlight attached to the camera, with a brief “El feneri açık/kapalı” hint. Tab opens the notebook and I opens it directly to evidence. Add two additional glowing interaction points: “Tanık ve şüpheli dosyaları” opens the interrogation interface, and “Polis merkezine dön” opens the notebook/connection board. The notebook is a large nearly opaque dark panel with a close button and tabs: “Özet”, “Deliller”, “Şüpheliler”, “Zaman”, “Pano”. The Özet page must state that at 02.17 businessman Kerem Aras was found dead at the Old Vesper Hotel, the room was not locked, and camera footage has an 11-minute gap; include unresolved questions about who created the gap, what File 17 is, and whether the window tracks indicate entry or staging. Deliller shows collected evidence as dark cards with title, place, description, trust and relation. The Şüpheliler tab lists these six profiles, each with role, manner, alibi, and a Sorgula button: Aylin Ertem · 34, hotel manager, calm/controlled, claims she was at reception 02.00–02.30 and knows the manager camera access code; Orhan Sarp · 57, retired prosecutor, aggressive/fragile, says he slept at home although phone location is near the hotel and he personally signed off File 17; Mert Vural · 29, courier, nervous/fast-talking, claims a harbor warehouse delivery while secretly leaving a package at 02.03 and may have oily shoes; Selin Kaya · 41, journalist, manipulative/curious, claims she interviewed at a nightclub and was negotiating a story with the victim; Levent Akın · 46, hotel security guard, tired/evasive, claims he left his shift at 01.55 but can access the recording deletion panel; Daria Novak · 38, victim’s business partner, distant/measured, claims she visited a relative in hospital and had transferred money from the company account. Opening a suspect’s interrogation panel shows their name, role and attitude, an initial answer, and selectable questions: where were you that night, explain the camera gap, and what do you know about File 17. Once the relevant evidence is collected, also offer questions confronting the 11-minute gap and the basement-door photo. Record each suspect as questioned and allow repeat questioning with a more pressuring label. The Zaman tab must show a simple timeline: 01.58 camera gap begins, 02.03 Mert’s claimed delivery, 02.06 watch stops, 02.09 camera returns, 02.17 report. The Pano tab lets the player select exactly two collected evidence cards and press “Seçilenleri bağla”. Accept and display a green meaningful-connection result for telephone + old photo, camera + locked drawer, or muddy prints + shoe prints, saying they connect File 17/internal access and reveal the new inference “otel içinden yardım”; for any other pair display a red weak-connection warning. Make the investigation feel like an evidence-collection and contradiction-testing prototype, with no combat and no invented action systems. Use the visual style shown by the screenshot: minimalist dark noir UI, rounded bordered panels, cool gray-blue text, serif title typography, muted red accents, gold evidence highlights, and a rainy ominous hotel atmosphere.