Appearance
Arcade › Last Lantern
Click the game above and it runs right here in your browser. No download, no installer, no account needed. It was built with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Last Lantern yet. Play it, then tell the creator what you would add next.
Last Lantern was built 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 Last Lantern 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.
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 2D top-down maze escape game titled “Last Lantern,” rendered responsively on a full-screen HTML canvas with no scrolling and a nearly black background. Use a fixed 19-column by 15-row tile maze, centered on screen and scaled to fit the viewport, with 34-pixel logical tiles (or an equivalent responsive scale). The maze is a hard-coded layout where # are walls, . are corridors, P is the player start, and E is the exit: ################### #P....#...........# ###.#.#####.#####.# #...#.....#.....#.# #.#######.#.###.#.# #.........#.#...#.# #.#########.#.###.# #.#.......#.#.....# #.#.#####.#.#####.# #...#...#.#.....#.# #####.#.#.#####.#.# #.....#.#.....#...# #.#####.#####.###E# #.................# ################### On the intro screen, show a dark navy-black background, a large red “LAST LANTERN” title centered around the upper third, the subtitle “A dark maze escape,” instructions “Move with the left thumb or WASD.” and “The lantern fades while you move.”, and a muted yellow button labeled “ENTER THE MAZE.” Start by pressing Enter or tapping the screen/button area. Also allow Enter to restart after winning or dying. During play, show the maze from directly overhead. Draw the background as #070a10. Draw wall tiles in alternating very dark blue-gray shades (#151a21 and #1c212a), with a small lighter horizontal detail near the top of each wall tile; draw floor corridors in #0c1118. Render the exit as a glowing green square centered in its E tile. The player is a small pale blue-gray circular figure with two tiny dark eyes. A red circular monster with two dark eye/details begins near the upper-right corridor at grid position x=17.5, y=1.5 and hunts the player through the maze. The core mechanic is limited visibility from a lantern. Cover the entire game view with a very dark translucent black layer, then cut out a soft radial pool of visibility centered on the player. The light radius should be approximately 2.25 tiles plus up to 1.25 additional tiles based on lantern charge, with a smooth radial fade from bright center to darkness. The lantern meter starts at 100, drains at 3 units per second whenever the player is moving, and recharges at 1.2 units per second while stationary, clamped from 0 to 100. Display a 140x10 horizontal lantern bar at the top-left beneath the title/instruction HUD: dark track, yellow fill while charge is above 25, and red fill when it is low. The maze and entities should remain mostly hidden outside the radial light. Player movement is continuous rather than tile-by-tile, with collision against walls using a small circular/rectangular margin so the character cannot pass through corners. Support keyboard WASD and arrow keys, with normalized diagonal movement at speed about 2.45 tiles per second. Track and display a live timer at the top-right as “TIME X.Xs.” On touch devices, support a virtual joystick activated by dragging in the lower-left portion of the screen: show a faint circular base around (roughly) 78 pixels from the left and 82 pixels above the bottom, with a movable knob responding up to roughly 70 pixels; use its normalized direction for movement. Only activate the joystick when the pointer begins on the left/lower touch region. The monster should navigate the walkable maze toward the player using breadth-first search on the grid, recalculating its next grid step roughly every 0.24 seconds. Move it continuously at approximately 0.78 tiles per second, increasing gradually with elapsed time up to an additional 0.42. It must obey the same wall collision logic. If its distance from the player becomes less than about 0.48 tiles, end the run immediately in a death state. If the player comes within about 0.55 tiles of the green exit, end the run in a win state, record the elapsed clear time, and save the best (lowest) time in local storage under a persistent best-time key. On death, retain the dark maze scene and show a translucent black overlay with centered title “IT FOUND YOU,” text “You lasted X.X seconds.”, and a muted yellow “TRY AGAIN” button. On victory, use the same style with title “YOU ESCAPED,” text “Clear time: X.Xs • Best: X.Xs” when a best time exists, and a button labeled “RUN IT AGAIN.” Tapping the lower/button area or pressing Enter should restart either terminal state. Keep the interface minimalist and atmospheric: sans-serif typography, pale gray HUD text, red monster/title accents, yellow lantern and action buttons, green exit, and subtle glow on the exit. The camera does not follow or rotate; it shows the entire centered maze. Ensure the canvas fills the viewport, handles resize events, prevents page scrolling on touch, and works on both desktop and mobile. Include the title “LAST LANTERN” at top-left during gameplay, the instruction “Find the green exit. Don’t let it touch you.” beneath it, and the timer and lantern meter as described.