2 min read

Running Lantern: The Lantern That Runs

Introduction

A lonely lantern runs through the maze. No map. No weapon. Just light — and time that's running out fast.

We set out to make a game where every mechanic is a metaphor. Where darkness isn't a backdrop, but the very heart of the experience. A game of tension and intuition — not based on jump scares, but on blind decisions.

Running Lantern is a one-month indie project. Small, focused, alive. Minimal mechanics — maximum meaning.

Core Concept

Genre: Runner

Inspired by classics like Temple Run and Subway Surfers, the player controls a character that moves forward automatically. But unlike traditional runners, Running Lantern replaces flashy obstacles and coins with darkness, time, and intuition.

  • You don’t swipe to jump — you choose where to turn.
  • You don’t collect power-ups — you survive with limited vision.
  • You don’t race for high scores — you race for the exit.

One mechanic we wanted to highlight is the lantern's ability to briefly peek around corners — without actually turning. It's a small touch, but it fits the tone: you're always moving with limited information, so even a quick look matters. It's not a game-changer by itself, but it supports the feeling of hesitation and decision-making in the dark.

Setting

The game unfolds in a procedurally generated hedge maze. There’s no ceiling, no fog, no enemy. Just you, the path ahead, and a narrow beam of light. The maze isn’t hostile — but it doesn’t help either.

There’s no map. No guidance. The challenge is simply reading the space, choosing your direction, and acting quickly.

Think Goblet of Fire maze scene — tense, dark, and full of uncertain turns.

Target Audience

We’re making this game for players who appreciate unusual takes on familiar genres. People who enjoy atmosphere over action. People who like mood-driven design.

That includes:

  • Casual or midcore players looking for something different
  • Fans of indie games that experiment with mechanics and tone
  • Mobile gamers who are bored with shallow runners
  • PC players who enjoy short, focused experiences

The game supports both solo runs and synchronous multiplayer races.

Platforms

The game is built for accessibility. First and foremost, we’re targeting mobile — iOS and Android. But we’re also developing a WebGL version that runs right in the browser.

It’s mobile-first by design, but it will be fully playable on desktop too, with keyboard controls.

Gameplay

You walk through a maze that’s different every time. The lantern moves forward on its own — you just turn or stop. But if you stay still too long, the light fades.

There are no traps, no monsters. You win by finding the exit before your light goes out.

What makes it tense is the limited visibility. The beam shows a little — just enough to make a choice, never enough to be sure.

Maze Generation

We wanted replayability and fair competition, so our maze generation follows two rules:

  • Random for variety
  • Reproducible for multiplayer and leaderboards

To make the maze feel alive, we add branches, dead ends, and loops — so you’re never sure if you’ve been here before. It creates moments of doubt and small victories when you reorient.

To help with that, we’ll also include landmarks — benches, statues, fountains. They serve as visual cues and help shape the design of the maze.

Prototype & Approach

We already have a basic prototype. The lantern moves, turns, and stops. Input works across mobile and desktop, and the lighting system gives a focused beam. The maze is simple but functional.

Visuals are just blocks and a cylinder — minimal but useful. We're skipping a full GDD. Instead, we keep lightweight notes on mechanics and constraints — enough to stay focused without slowing down.

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Next Steps

The next devlog will dive into how we generate the maze — what makes a good layout, how we balance randomness with readability, and how procedural logic creates tension.