June 25, 2026
Jangan Lupa Titik Koma.
Frontend ยท GameA coding puzzle where exactly one line among thousands is missing its semicolon, and you have to spot and click it to fix the build.

Description
Jangan Lupa Titik Koma (Indonesian for “Don’t Forget the Semicolon”) is a small coding puzzle game. Among thousands of lines of generated code, exactly one statement is missing its semicolon, which is enough to break the whole file from compiling. Your job is to scan the code, find that one line, and click it.
Background
Every developer has spent far too long hunting for a single missing character, and this “One Day One Code” build turns that pain into a game. It renders a fake editor full of plausible code in a chosen language and hides a single missing semicolon somewhere in it, playing on a very real and very relatable debugging experience.
Goal
The goal was to build a self-contained, dependency-free puzzle that mimics the look and frustration of a real syntax error, and to make it scale from a gentle 10-line tutorial up to a genuinely punishing 10,000-line hunt.
Features
- Language picker: JavaScript, PHP, Java, or C, with the generated code syntax adapting to the choice.
- Difficulty by line count: 100 (Light), 1,000 (Medium), and 10,000 (Insane).
- A tutorial mode with just 10 lines to warm up.
- An editor-style interface with an error indicator such as “1 error” and an “Uncaught SyntaxError” message.
- Stats tracking including a timer, a wrong-guess counter, and line numbers.
- Save-progress and give-up options.
Technologies
- Vanilla JavaScript for code generation, the language templates, the error placement, and the scoring logic.
- HTML and CSS to recreate the look and feel of a code editor.
How to Run
Clone the shared one-day-one-code repository and open the project’s folder, then open index.html directly in a browser, since it is fully static and self-contained with no dependencies. You can optionally serve it with a static server such as python3 -m http.server 8000. A live version is available at the demo link.
Technical Decisions
The whole game lives in a single self-contained HTML file with no dependencies or build step. Code is generated per selected language so the syntax always looks authentic, and difficulty is driven purely by line count, which lets the same generator produce anything from a trivial warm-up to an overwhelming wall of code.
What I Learned
I learned how to procedurally generate believable code snippets across several languages, how to build an editor-like reading experience in plain HTML and CSS, and how a tiny twist on a universally shared developer frustration can become an engaging game.
Notes
This is part of the shared one-day-one-code repository and is a small daily build made for fun and learning. A preview image is included in the project folder.

Hey! I’m Fanny, the software engineer tending to this digital garden. You can read more about me, or subscribe by email.