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Arcade › THE LOST TIME
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Rebuild a dark, cinematic educational horror point-and-click game titled “THE LOST TIME” (all visible game text is in French). It is a linear choice-driven adventure, not free-roaming: the player advances by clicking large answer buttons and CONTINUER buttons while a Three.js-style 3D scene provides atmosphere. Use a first-person/over-the-shoulder presentation with a fixed perspective camera looking at the avatar and room; the camera gently follows Adam and has subtle character bobbing. The visual style is nearly black blue-gray horror with fog, hard shadows, cool moonlight, small warm amber lights, bronze/gold accents, and sparse low-poly geometry. Opening title screen: full-screen near-black background with a faint radial vignette. Center a huge widely spaced gold serif title “THE LOST TIME” with a soft glow, below it the italic French tagline “Le temps est comme un couteau : si tu ne le coupes pas, il te coupe.”, then the small gray instruction “Mettez le son. La salle devient le cauchemar”, and a glowing outlined button “TOURNER L’AIGUILLE”. Clicking it starts the story and enables sound. HUD during play: top-left show three red hearts (♥ ♥ ♥), a room label (“PROLOGUE” or “SALLE 1 / 5” through “SALLE 5 / 5”), and top-right a digital-style gold clock beginning at 23:12 and advancing toward midnight. Include buttons at the top for “🔊 Son”/“🔇 Son”, “👩🏫 Professeur”, and “Passer”. Bottom-center show large centered narrative subtitles. Bottom buttons are dark translucent panels with thin gold borders and pale text; hover raises/highlights them. The sound button mutes synthesized French narration and effects. The teacher button opens a dark gold-bordered “Mode professeur” panel with a scene-specific teaching explanation, a “Afficher un rappel” button that puts the reminder in the subtitle, and “Fermer”. “Passer” skips non-question narrative sequences. Player and world: Adam is a simple stylized low-poly young man: dark blue capsule-like torso, peach spherical head, dark brown hair cap, gray legs. He stands in dim enclosed rooms. Build room shells from a floor and three walls with fog: the bedroom has a desk, dark computer monitor, and bed, lit by a warm point light; the manor hall has repeated wall clocks and tall brown doors. The monster is the “Dévoreur de Temps”: a very tall black shadowy capsule body with long thin arms and two small glowing amber eyes. It appears dramatically near Adam during wrong answers and dialogue, then disappears. Use cool hemisphere/directional lighting, fog, shadows, and occasional warm amber illumination. Story flow and exact mechanics: 1. After the title, show Adam asleep at his computer in a bedroom. Narrate: “Mardi, 23 h 12. Adam s’est endormi devant son ordinateur.” Then explain his homework is due tomorrow, his exam is next week, and his phone has fourteen unread messages. Offer “Ouvrir les yeux dans le rêve”. 2. Prologue: transition to an abandoned manor hall. Show an icy floor, a clock, and a wall message “VOUS AVEZ PERDU TROP DE TEMPS. ÉCHAPPEZ-VOUS AVANT MINUIT.” The monster announces five trials and that each error brings it closer. Ask whether to “Explorer la pièce” or “Chercher tout de suite la sortie”. Exploring is correct and teaches observing before acting. Searching the exit is wrong: display the locked-door explanation, remove one heart, advance the clock by 30 seconds, show the monster, and retry. Repeated wrong choices can lead to a bad ending when all three hearts are lost or the timer reaches midnight. 3. Room 1, “Salle 1 : la salle du chaos”: papers cover the floor. Teach the Eisenhower matrix by asking where to place four tasks, one at a time: “Rendre un devoir dans 1 h” = Faire tout de suite; “Préparer un examen la semaine prochaine” = Planifier; “Répondre à un message sans importance” = Éliminer ou reporter; “Ranger son bureau” = Limiter ou déléguer. After all four, the player confirms the matrix. If the matrix is incorrect, lose a heart, show a shadow/monster consequence, explain the error, and restart this room. If correct, show a lesson card titled “TECHNIQUE APPRISE” with the explanation and diagram: “URGENT / PAS URGENT; IMPORTANT: FAIRE / PLANIFIER; PAS IMP.: LIMITER / ÉLIMINER”, then CONTINUER. 4. Room 2, “le couloir des distractions”: flickering screens and a vibrating phone. Ask what Adam should do to study for an important exam. Choices: “Réviser trois heures sans pause” (wrong), “Réviser 25 minutes, puis faire 5 minutes de pause” (correct), and “Regarder son téléphone toutes les cinq minutes” (wrong). Correct teaches Pomodoro and displays “25 MINUTES → FOCUS / 5 MINUTES → PAUSE / RÉPÉTER”. Wrong choices cost one heart and retry the room. 5. Room 3, “la bibliothèque infinie”: shelves rise into darkness and an empty agenda sits on a table. Ask what to do with five homework assignments, an exam, and a personal appointment in one week. Correct: “Noter les tâches, estimer leur durée et les organiser” (write tasks, estimate duration, organize them). Wrong choices are retaining everything mentally or waiting until the last day. Correct lesson diagram: “LUN MAR MER JEU VEN / TÂCHES + DURÉE + PRIORITÉ / → PLANIFIER AVANT D’AGIR”. 6. Room 4, “la chambre des horloges”: ten tasks are engraved on the floor, but two will produce most results. Ask what Adam should do. Correct: “Identifier et prioriser les tâches à plus fort impact”; wrong: spend equal time on everything or start with easiest tasks. Teach Pareto as a useful order of magnitude, not a universal law, with “10 TÂCHES ↓ 2 TÂCHES À FORT IMPACT → PRIORITÉ”. 7. Final room/door: show the four techniques appearing in light. Ask for the best daily routine. Correct: “Fixer des priorités, planifier, limiter les distractions et faire des pauses”. Wrong alternatives are working without a plan and trying to do everything at once. Correct lesson card summarizes “EISENHOWER + POMODORO / TO-DO LIST + PLANNING / PARETO = CHOISIR L’ESSENTIEL”, then proceed to the good ending. Feedback and endings: every wrong answer subtracts a heart, makes Adam tilt slightly, dims the ambient light, brings the monster close with glowing eyes, and uses ominous synthesized French speech; correct answers make the monster retreat and Adam straighten. Use French speech synthesis if available: calm low narration for story, slowed very low-pitched echoed monster speech. The countdown runs only while an answer question is active; the displayed time starts at 23:12, increments as seconds pass, and reaching 00:00 ends badly. Good ending returns to the bedroom at dawn: Adam breathes, opens his agenda, sorts tasks, starts a Pomodoro, and begins with the essential. Bad ending shows the monster saying “Ton temps est à moi… Je vais te manger.”, then Adam wakes in a panic but understands the lesson and decides not to let distractions choose for him. Both endings display a lesson card and then a final replay card: “THE LOST TIME”, “LE TEMPS EST COMME UN COUTEAU : SI TU NE LE COUPES PAS, IL TE COUPE.”, “Si tu ne gères pas ton temps, le temps te mange.” and a “REJOUER” button. Make all interactions mouse/touch clickable and keep the interface responsive with centered overlays.