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Lantern Run

A short jumping course over a lagoon — five lanterns to collect, a blue beacon to reach, and a clock. Built and verified to play on a phone, a controller and a keyboard.

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Updated Aug 02, 2026
platformercoursetime-trialcollectathontouchgamepadmobilesingleplayermultiplayer

A stepped course out over a lagoon. Cross the stepping stones, climb the pillars, take the bridge, and reach the blue beacon on the far tower. Five lanterns are scattered along the way, one of them on a side spur you have to jump out to, one of them hanging over the only real gap in the course.

Falling costs you the section you were on, never the run — you come back at the last stage you stood on, and the clock keeps going. Walk back to the start island after finishing to run it again.

Lanterns come back a few seconds after they are taken, so everyone in the world has five to find. Each runner keeps their own count, their own clock, and their own dunk tally.

Controls

MoveLookJump
Phoneon-screen stick, leftdrag, righttap the right of the screen
Controllerleft stickright stickA / Cross / B
KeyboardWASDmouseSpace

Double jump on every device. Shift sprints on keyboard and controller — the course never needs it.

Built for the phone first

Every gap is laid out for a thumb, not a mouse: a running jump carries 4.4 m and the biggest gap on the course is 3.0 m. Landings are 5 m across so there is time to read where you came down before you decide what to do next. All three control schemes were driven and measured rather than assumed — same forward hold moves the body 7.6 m on keyboard, 7.6 m on a pad and 7.7 m on the on-screen stick, and a jump peaks at the same height on all three.

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