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Lanterna Morta

  • 2d
  • top-down
  • survival
  • shooter
  • mobile
  • arcade
  • zombies
0
Remix it Discord

4 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. jay z built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Lanterna Morta yet. Play it, then tell jay z what you would add next.

Make your own game

Lanterna Morta was built by jay z 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 Lanterna Morta 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 Lanterna Morta

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 a portrait/mobile-friendly 2D top-down survival shooter titled "LANTERNA MORTA". Use a full-screen HTML canvas with a dark navy-black minimalist vector/pixel-like aesthetic and no scrolling page. The game world is a large rectangular arena approximately 2200x1500, viewed through a camera that follows the player and clamps at the world edges. Draw a charcoal-blue floor with a subtle 80px square grid, scattered dark debris/cover blocks, and a few decorative kitchen-inspired props: red and blue square containers near the upper-left and lower-right areas, plus a pale gray tiled inside-corner wall near the upper-left. Keep the styling as simple flat canvas shapes with soft shadows and muted colors.

Start on a centered Portuguese title menu: dark background, large white "LANTERNA MORTA", subtitle "Sobreviva no escuro. A munição não volta.", instruction "Joystick esquerdo move • arraste à direita mira e atira", and a yellow rectangular "COMEÇAR" button. Pressing the button or Enter starts a fresh run. Spawn the player in the center of the arena with 100 health, 12/12 ammunition, 100% flashlight battery, zero score, and seven zombies distributed along the outer edges.

The player is a small bright blue circular character with a pale gun barrel pointing in the facing direction and a small yellow muzzle tip. Movement is top-down in eight directions using WASD/arrow keys or a left virtual joystick. On desktop, movement direction also sets facing when keyboard movement is used. On mobile, dragging on the right-side control aims the player; holding that right control continuously fires. Keyboard Space fires one shot. Each shot launches a small fast yellow projectile in the facing direction, has a short cooldown, consumes one round, and creates brief orange/yellow muzzle sparks. Projectiles disappear after a short lifetime or at arena bounds and deal one damage to enemies.

Enemies are simple green circular zombies with dark rectangular eyes and two thin dark arms, oriented toward the player. Each has 2 hit points, approaches the player continuously from its current position, and damages the player over time on contact. Killed zombies burst into orange sparks and award 10 points. Spawn more zombies over time, with the spawn interval becoming shorter as the run continues but never below roughly 0.45 seconds. The run ends when health reaches zero. Show a translucent dark game-over overlay with Portuguese text "VOCÊ FOI CERCADO", the score, and a yellow "TENTAR DE NOVO" button; Enter or the button restarts with reset stats.

Include a flashlight mechanic that is central to the dark atmosphere. The flashlight is on while F is held, or when the on-screen circular F button near the upper-right is toggled. It consumes battery at 5 percentage points per second while active, never below zero, and cannot illuminate once empty. When active, place a mostly opaque black darkness layer over the world with a soft radial area around the player and a forward-facing cone/beam extending in the player’s aim direction, creating a limited visibility effect. The HUD must remain visible above the world. Preserve the simple enemy, projectile, player, and spark shapes.

Add a fixed top HUD bar with a translucent near-black background. In Portuguese show "PONTOS" and score at upper-left, red "VIDA" and rounded-up health below it, centered yellow "MUNIÇÃO current/max", centered blue "LANterna battery%", and a blue battery meter at upper-right. When reloading, show yellow "RECARREGANDO..." beneath the bar. Reload with R or the yellow upper-right "RECARREGAR" button; if ammunition is below maximum, use a 1.35-second reload timer and then refill to 12. Do not allow firing during reload or cooldown; if the player tries to fire with zero ammunition, begin reloading.

At the bottom, render translucent outlined touch controls: a left circular joystick labeled "MOVER" and a right circular aim/fire pad labeled "MIRAR / ATIRAR". Also show the circular F flashlight control near the upper-right and the yellow reload button below it. Support pointer/touch input with separate movement and aim pointers, as well as keyboard input. Keep the camera, UI, and controls responsive to viewport size, with the game playable on both portrait mobile screens and desktop.

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