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Starlight Lighthouse

  • 2d
  • arcade
  • survival
  • pointer-control
  • nautical
  • fantasy
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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. LUCKY built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Starlight Lighthouse yet. Play it, then tell LUCKY what you would add next.

Make your own game

Starlight Lighthouse was built by LUCKY 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 Starlight Lighthouse 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 Starlight Lighthouse

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 responsive, browser-based 2D canvas arcade game titled “Starlight Lighthouse.” Use a full-screen 16:9-ish responsive viewport with no scrolling, a dark navy-to-deep-blue vertical gradient sky, roughly 90 small pale stars in the upper half, a dark blue ocean beginning around the middle of the screen with subtle animated horizontal wave lines, drifting translucent turquoise fog bands, and a jagged dark cliff in the lower portion. Place a small lighthouse on a central cliff near 72% of the screen height: a pale gray tapered tower, a dark rose-red stripe, a glowing cream/yellow lamp, and a dark reddish roof. The camera is fixed in a side/front 2D view; the player does not move, but aims the lighthouse beam with the pointer.

Core objective: after pressing the start button, save 15 wandering vessels before sunrise. Ships continuously drift horizontally across the ocean/fog area, entering from either the left or right edge at approximately 16–28 pixels per second, with slight vertical motion and bobbing. Maintain several ships on screen and spawn more periodically, up to about six active ships. Draw each ship as a small stylized cream, pale cyan, or mauve vessel with a pointed hull, white outline, and a small bright central detail. Aim using the mouse position on desktop, or touch-drag on mobile. Hold Space on desktop, or press and hold the screen on touch devices, to activate the golden lighthouse beam. The beam is a wide approximately 0.44-radian cone extending from the lighthouse toward the pointer, rendered with a soft radial golden gradient and a subtle bright outline. A ship is affected only when it is in the beam cone and farther than the lighthouse; it must remain illuminated for about 2 continuous seconds to be rescued. Show a glowing ring around a ship while it is being illuminated, emit small golden particles, increment RESCUED, play a brief descending horn tone, and remove the ship when rescued.

Include three stationary sea monsters/tentacle creatures in the lower ocean/cliff region, distributed across the width and around 55–84% screen height. Draw them as dark blue-purple oval bodies with five raised, curved purple tentacles and two small gold eyes. The golden beam must not be aimed at these hazards: when a monster is illuminated, it becomes more purple/angry, and after its attack cooldown it causes one vessel to be lost, emits pink/red particles, and resets its cooldown. This hazard behavior should make sweeping carelessly over tentacles dangerous. Ships that leave the side boundaries or descend below the playable ocean region are also lost and produce a coral/pink particle burst. The player can lose after 3 lost vessels.

Add a heat/overuse mechanic for the magic bulb. While the beam is actively shining, fill a “MAGIC BULB HEAT” gauge at the bottom left from cool turquoise through gold to red, rising quickly toward 100. Stop the beam and enter a roughly 3-second shutdown when full; during shutdown show “shut down” and prevent shining while heat rapidly falls. When not shining, heat cools down, with labels changing among “cool,” “warm,” “overheating,” and “shut down.” The beam can also be released at any time to cool the bulb.

HUD: overlay fixed UI above the canvas. At top left show the gold serif title “STARLIGHT LIGHTHOUSE” with the cyan subtitle “guide them through the storm.” At top right show a translucent rounded dark panel with three columns: “RESCUED” and a gold count out of 15, “LOST” and a gold count out of 3, and “DAWN” with a countdown beginning at 2:00. At bottom left show the rounded translucent heat panel and horizontal gradient gauge. At bottom right show instructions: “Hold SPACE or press the screen to shine. Move your pointer to aim the beam.” Use a refined storybook maritime style: Georgia-like serif typography, cream/gold headings, pale cyan secondary text, thin translucent cyan borders, rounded panels, and soft glows.

At launch, show a centered modal overlay covering the game with a semitransparent dark scrim. The card is a rounded dark blue gradient rectangle with a thin muted-gold border and shadow. Its heading reads “Starlight Lighthouse,” its description reads “Save 15 wandering vessels before sunrise. Sweep the golden beam across ships, but let it pass over the tentacles — they hate being seen.” Add a large rounded gold button labeled “Light the beacon,” plus the small instruction “Desktop: move mouse to aim · Mobile: drag to aim, hold to shine.” Clicking the button starts/reset the game, hides the modal, initializes several ships and three monsters, and starts a very subtle low ambient tone. Support pointer capture and touch input, prevent page scrolling, and allow keyboard Space to shine. When the player rescues 15 vessels, end with a win modal titled “Dawn is safe” and text indicating how many vessels were guided home. When 3 vessels are lost or the 120-second countdown reaches zero, end with a loss modal titled “The fog took the harbor” and text indicating how many were saved. In either ending state, replace the button label with “Try again”; pressing Enter or R should also restart. Animate stars/fog/ocean, ships, beam, monster tentacles, and particle bursts smoothly with requestAnimationFrame, while keeping the scene readable behind the HUD.

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