A downloadable game for Windows

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The eleventh step was not floor.

You went down after something and the stair ran out under you. What is down here keeps its own hours, speaks when it is not spoken to, and does not agree that you are leaving. You have a sword you are not very good with and a lantern that is the only light for eight chapters.

Carry the light

The lantern is not decoration. It is the radius you can see, it gutters when you are hit, and every upgrade to it changes how a room plays more than any sword does. It also decides how your story ends.

Eight countries, built out of the folklore rather than around it

AS-SAMT the silent wood. HAMOUDIA the black water. GHARIB the road that leads astray. AL-HAWIYA the broken crossing. MARIJ the smokeless fire. QATHI the iron country. ANANIA the well of names. And JABAL QAF, the last door.

The things you meet in them — AL-HAMA, AS-SILA, UMM AS-SIBYAN, BU DARYAH, AL-QUTRUB, SHIQQ — are named out of Arabian and Islamic folklore and keep the role the stories give them. A jinni is not a wish machine here. A ghoul is not a zombie.

Kill an elite and you make it common

A minor boss is one creature, alone, with a boss's moves. Beat it and it stops being rare: from then on that creature turns up as an ordinary enemy anywhere in the world. The bestiary fills up backwards.

Three endings, and the lantern picks

Carry a light good enough to climb by and you get out. Never improve it, and the dark has you somewhere in the shaft. Take what burns down there instead — and something comes up with you.

What is in it

  • 8 chapters, 79 rooms, 61 bosses — every room reachable on foot
  • 39 kinds of ordinary enemy, each with its own moveset and telegraph
  • 21 skills across the Sword, the Lantern and the Body. No filler nodes, and you can sell any of them back
  • 6 outfits, each a different suit of armour rather than a recolour
  • Full controller support — Xbox, PlayStation, 360. The button prompts change to match the pad you plugged in
  • Bonfire checkpoints. Die and you go back to the last lamp you lit, and the boss goes back to full health
  • Three save slots, four difficulties including a creative mode where nothing can hurt you
  • A bestiary and a proving hall — fight any creature in the game on a stand, on its own, as many times as you like

Controls

keyboardpad
move A / D or arrows left stick / d-pad
jump Space (or K) A (cross)
attack J (or X) X (square)
dash Shift RB (R1), or B (circle)
throw the lantern hold Down + attack hold Down + attack
map Tab Y (triangle)
pause Esc Start

Move, jump, attack and dash are all rebindable in SETTINGS → CONTROLS.

Made with

Godot 4.7.2. I am 19, I am from Palestine, and this is my first game.

Credits

  • Dark Fantasy Pixel Pack — willYEE — CC0 1.0
  • Pixel Platformer 1.2 — Kenney — CC0 1.0
  • Houses Pack — Szadi art — public domain
  • Everything else — the desert and boneyard art, the SCORPION boss, all HUD, every backdrop — made for this game
  • Music and sound generated in-engine

Attribution is not required by any of those licences. It is here because the packs are worth naming.

Some enemy sprite sheets were generated with AI tools and then cut, cleaned and animated by hand. The world, the level design, the systems and the writing are not generated.

Built in Godot. Claude did the implementation; the design, the direction and every decision about what this game is are mine.

Download

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Click download now to get access to the following files:

LanternKnight-Windows.zip 68 MB

Development log

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