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Lantern Run

  • 3d
  • third-person
  • arcade
  • collection
  • time-trial
  • low-poly
  • nighttime
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. Party Fruity 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 Party Fruity what you would add next.

Make your own game

Lantern Run was built by Party Fruity 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 third-person 3D arcade collection game titled "Mia's Lantern Run." Use Three.js or an equivalent real-time 3D engine with a dark navy night-time atmosphere, a perspective camera following the player from behind at a moderately elevated angle, soft fog, shadows, and cinematic but readable lighting.

The play area is a large circular arena: a dark blue raised cylindrical platform with a slightly lighter inner play surface, a glowing blue-teal rim, and around 18 short faceted teal boundary pillars spaced around the circumference. Keep the arena mostly open. Use a dark navy background and fog fading toward the edges. Add cool hemisphere/directional lighting and a subtle cyan point light that follows above the player.

The player is Mia, represented by the supplied rig/model asset `assets/Rig_model_mia.glb`. In the visible style she is a cute, rounded glossy purple-pink character with a plump body, short legs and arms, black shiny eyes, and a simple smiling face. Place her near the edge of the arena at the start, standing on the ground, and scale the model so she is clearly prominent in the camera. If the model is loading, use a simple rounded placeholder temporarily. Play an idle animation from the model if one exists.

The sole core objective is to collect all 8 glowing lanterns before the timer expires. Place exactly eight lantern collectibles at these world positions on the arena surface (x,z): (-10,-8), (8,-10), (13,-2), (8,8), (-4,10), (-13,4), (-3,-3), and (3,3). Each lantern floats around y=0.95, slowly bobs up and down, rotates continuously, and consists of a bright golden-yellow/orange faceted octahedron-like gem with a soft translucent orange halo. When Mia comes within about 1.25 world units, collect it, hide it, and increase the counter. There should be no inventory or combat system.

Add exactly three moving hazards/enemies called patrol drones. They are faceted magenta/purple low-poly polyhedrons, hovering around y=1.05, initially at approximately (-8,-4), (0,-1), and (8,2). Each moves continuously in a loose oscillating patrol pattern, bobs vertically, and rotates. If a drone comes within about 1.1 world units of Mia, do not deal health damage; instead subtract approximately 2.2 seconds from the remaining timer and let the drone continue moving.

Start the run with a 45-second countdown. The game updates continuously while active. Player movement should use WASD or arrow keys; support sprint while holding Shift and jumping with Space. Use responsive third-person movement with a movement speed around 6, jump speed around 8, gravity around -22, and a follow-camera distance around 6.5. For mobile, provide an on-screen virtual joystick for movement and a jump button, matching the instructional hint. Keep the player constrained by the circular arena boundary if the controls do not inherently handle that.

Build a fixed dark translucent HUD over the canvas. In the upper-left, show a rounded bordered panel with the title "Mia's Lantern Run", then "Lanterns: 0 / 8" (updating as collectibles are gathered), "Time: 45" (counting down and never showing below zero), and the status "Collect the lanterns!". In the upper-right, show the controls hint: "WASD / arrows to move · Shift to sprint · Space to jump" followed by "On mobile: use the joystick and jump button"; hide or simplify this hint on narrow mobile screens. Use a clean dark UI with pale blue text and subtle blur/borders.

If all eight lanterns are collected before time reaches zero, end the run, stop gameplay updates, set the status to "Complete!", and show a centered translucent message near the top saying "You lit every lantern — the arena is safe!" plus a bottom-centered rounded "Play again" button. If time reaches zero first, end the run, set the status to "Time up", and show "The night won this round. Try again!" with the same Play again button. The restart button should reset the entire run. Render with anti-aliasing, soft shadows, tone mapping, and a polished low-poly/glossy nighttime aesthetic matching the supplied screenshot: the camera should prominently frame Mia in the foreground, with floating glowing lanterns and magenta drones distributed across the open blue arena.

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