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Lantern Run

  • 3d
  • third-person
  • arcade
  • collection
  • timed
  • night
  • exploration
0
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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. Dan built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Lantern Run yet. Play it, then tell Dan what you would add next.

Make your own game

Lantern Run was built by Dan 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 Lantern Run 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 Lantern Run

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.

Create a browser-based third-person 3D collection game titled "Mia's Lantern Run" (the requested title may also be shown as "Lantern Run"). Use Three.js or an equivalent real-time 3D engine and make it playable immediately in a full-screen canvas.

World and camera: Set the scene at night with a nearly black navy background (#07111b), atmospheric fog, and a large circular dark teal arena: a low cylinder approximately 44 units in diameter and 0.5 units high, with a faintly glowing turquoise circular rim around its edge. Use a third-person follow camera positioned behind and above Mia, with a perspective field of view around 58 degrees and a follow distance of about 7.5 units. The camera should track the player as she moves around the arena. Light the scene with cool blue ambient/hemisphere light plus a strong cool directional light and soft-looking shadows. Keep the overall visual style dark, moody, low-poly/clean 3D, with lanterns providing the warm contrast.

Player: Load and use the supplied character asset `assets/Rig_model_mia.glb` as the playable avatar, naming her Mia. Scale the model to roughly 2.2 world units tall, place her initially near the south side of the arena at (0, 0.05, 12), and enable cast/receive shadows on its meshes. Play the model's included animation clips: idle when still and movement/run animation while moving; Shift should make her run faster. Use third-person movement controls with WASD and arrow keys, including forward/back/left/right movement relative to the camera, and Space to jump. Use approximately 5.2 movement speed, 8 jump speed, and -22 gravity. If supported by the target platform, provide equivalent touch controls/virtual joystick input, but retain the keyboard controls. Do not add weapons, enemies, combat, health, or attacks.

Objective and collectibles: Place exactly 8 glowing lantern collectibles around the arena at these X/Z positions: (-12,-10), (-2,-8), (10,-10), (12,0), (8,10), (-1,10), (-12,7), and (-13,-1). Each lantern floats around y=1.15 and is represented by a small faceted warm yellow-orange glowing icosahedron/orb (about 0.38 radius), with a translucent orange circular ring on the ground beneath it. Make them slowly rotate, bob vertically, and pulse subtly. A lantern is collected when Mia comes within approximately 1.35 units; hide it immediately and increment the counter. The goal is to collect all 8 before the timer expires.

Environment props: Add four dark blue-gray rectangular block obstacles/cover props on the arena floor, with shadows, at approximately these placements and dimensions: (-8,-5), size 3 x 1.5 x 1.4 and slight y rotation 0.18; (7,-6), size 2 x 1.5 x 3 and rotation -0.3; (-6,7), size 2.4 x 1.5 x 1.2 and rotation -0.4; (5,6), size 2 x 1.5 x 2 and rotation 0.2. They should read as simple dark cover blocks in the night scene. Keep the arena bounded by its circular rim.

Rules and timing: Start a 60-second countdown as soon as play begins. Display the remaining time rounded up to whole seconds. The timer decreases continuously while the game is active. If all eight lanterns are collected first, stop the game and show a success state with the title "Path lit!" and the message "Mia found every lantern before dawn." If time reaches zero first, stop the game and show a failure state titled "Night wins" with a message such as "You found X/8 lanterns. Try a faster route." Do not continue collecting or counting down after the game ends. Provide a "Play again" button that resets the timer to 60, resets the counter to 0, restores all lanterns, places Mia back at (0, 0.05, 12), and hides the end message.

HUD and presentation: Overlay a clean dark translucent UI over the canvas. At the upper left, show a rounded dark panel with cyan/light-blue bold text "MIA'S LANTERN RUN" (on narrow screens it may wrap onto two lines). At the upper right, show a matching rounded panel with "Lanterns 0/8" and "Time 60", updating live. Use pale cyan text, subtle blue borders, blur/shadow, and generous rounded corners. At the bottom center, show a dark translucent rounded help panel reading exactly: "WASD / arrows move · Shift run · Space jump · collect every lantern". When the game ends, display a centered overlay panel around the upper-middle of the screen with the result heading, explanatory text, and a rounded cyan "Play again" button. Ensure the HUD is responsive and does not block the game except for the restart button. The final result should feel like a compact night-time scavenger hunt focused on navigation, jumping, and collecting every glowing lantern under time pressure.

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