Your lantern burns oil. The oil is your light, and the light is all of the map you get.

Find the stairs on each floor before the dark finds you. Every two steps burn a point of oil, and the circle of light shrinks as it drains: seven tiles when the lantern is full, one when it's dry. Flasks on the floor buy you time.

Three things live down here, and each one reads the light differently

  • Moths see a burning lantern from beyond its glow and fly at it. Fight them at a corridor mouth.
  • Shades can't stand the bright core of the light. They wait at its edge, eyes in the dark, for the oil to run out.
  • Hounds don't care about light. They hunt by sound, and sound travels along the corridors, not through rock. Stand still and they lose you.

Every floor is generated from a seed, with a loop or two so you can circle round what's hunting you. Walking into a wall costs nothing. Walking into a monster is how you fight. Each floor you descend is worth 100 points and each kill adds more; your deepest floor and best score are remembered.

Controls

KeyboardGamepadTouch / mouse
Move or attackarrows, WASD or HJKLd-pad or left sticktap toward where you want to go
Wait a turnspace, . or ZAtap yourself
New run (after death)R, Enter or spaceA or Starttap
MuteM

Waiting is silent, but the lantern keeps burning.

How it was made

Designed by Vinícius Raposo and built with AI assistance (Claude) to his brief, then tested like production software. Plain JavaScript on a 2D canvas: no engine, no asset files, every sound synthesized in the browser. Field of view uses recursive shadowcasting; the creatures run on Dijkstra maps, and the shades flee along a flee map, so they head for open ground instead of dead ends. Floor connectivity is tested across 1,800 generated floors.

The repository also holds a task pack: two realistic gameplay bugs and one multi-system feature request built on this game, each with a brief, acceptance criteria, a reference solution and an automated check.

Source, design notes and tasks: github.com/FishRaposo/wick

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