
Ludum Dare #60compo
While the Lantern Burns

You woke up in a cave. Somewhere up there is daylight. Down here, things are moving in the dark.
Find your way through winding passages and monster-filled chambers with an old lantern and a musket. Keep the light alive, listen for approaching footsteps, and try to have your gun ready before something gets too close. Both tools are hand-operated and a little finicky. Preparing a shot takes time, especially when something is preparing to eat you.

*While the Lantern Burns* is a short, atmospheric cave escape game with hand-drawn art, flickering light and plenty of noises you probably don't want to investigate.
HEADPHONES HIGHLY RECOMMENDED. Sound is a big part of the atmosphere.
Controls
- WASD / Arrow keys: Move
- E / Enter: Pick up or put down an item
- Left click: Interact with the item UI, or fire while aiming
- Left click + drag: Move the ramrod
- R / Shift / Space: Light the musket's fuse
- Hold right mouse: Aim
- Escape: Pause
How to play
I wanted the game to teach you how to use the lantern and musket through gameplay and interactive hints, but I ran out of time to get that right. Some steps are easy to miss, especially with the musket.
If you're stuck, here's a short guide to using the lantern and musket.
Developer notes
I made my usual terrible mistake of leaving the actual level design and gameplay until the last hour. As usual, I bit off more than I could chew and spent pretty much the whole weekend drawing, experimenting and polishing the mechanics and interactions. I spent way too much time with the player character, the design of the interactions with the lantern and the musket, the sounds and atmosphere, 3D effects, normal maps for the rocks, random texture for the ground...
At the end I barely scrambled to make the main level, and it shows. I don't like it. It did not get the amount of attention I wanted. The game, as a result of that, is clunky, hard to understand, it does not explain itself properly to players, and fighting monsters is either too easy or too hard.
Still, I learned a ton and had so much fun making this. I tried many new things in Godot, for example, this was my first ever 2D-sprites-in-3D-world game, and my second ever 3D game. It is also my first ever atmospheric game (or horror? is it horror? I don't know). But I don't think the game is that good for anyone else than me.
Screenshots
Tools used
(See the GitHub page)
- Godot - My trusty game engine I love.
- Procreate - Drawing 2D art for the game.
- Notion - Writing notes, planning.
- VS Code - My code editor of choice.
- Codex - Coding agent writing the code (I make the choices).
- ElevenLabs - Used their audio samples for sound effects and ambience in the game.
- Ableton - Editing audio, composing sounds, layering.
- LosslessCut - Quick cropping of audio samples.
AI disclosure
Inspired by this post I found in the Ludum Dare newsfeed, for transparency, here's how this game was made.
AI agent (Codex) was used to help me make this game. I'm not gonna pretend I could have achieved this much all on my own. Codex did the coding and setting up things in Godot. Just so you know, I could have done that myself (see my past entries). I instead focused on other parts, mainly the art and the atmosphere. All art you see in the game is mine and was drawn by me in Procreate.
I also used audio samples from ElevenLabs. Some sounds come from their library, some I generated on my own. Each of them I had to then process, cut, slice, edit, layer... In my view, this is the same as downloading audio samples from anywhere else. But sharing this so you can make up your own mind.
I hope you'll give my game a fair chance and not instantly close or give it all 0s, just because I mentioned "AI". Read the linked post above for context. Thanks. That being said, as I wrote above, I don't think it's that good.
Comments27


William Corrin19 Oct 2026, 01:24
The graphics and sound design are fantastic. Really amazing, I can't believe you were able to create such high quality stuff in such a short amount of time!
The game itself, although the concept is interesting and on theme, I think is too frustrating for me to enjoy playing haha. I would almost have preferred like, just exploring with the lantern in the awesome world you built!
The game itself, although the concept is interesting and on theme, I think is too frustrating for me to enjoy playing haha. I would almost have preferred like, just exploring with the lantern in the awesome world you built!

chuckeles19 Oct 2026, 10:24
@ntmalichi as a final step, you have to light up the musket on the lantern before you can shoot. I wanted this multi-step process to fire the musket on purpose to put pressure on the player, but in the end I left myself NO TIME to actually properly explain this in the game 🤦 . Thanks for playing anyway.

chuckeles19 Oct 2026, 10:26
@william-corrin thanks so much for giving it a shot. Yeah, I know, the game is very rough around the edges once you start actually playing. I'm proud about the art, sounds, the atmosphere, but the level design and tutorial is just crappy. I did not leave myself enough time to properly do those. Yet again, the same lesson learned. But thanks for playing! You can totally just wander around with the lantern until the first enemy, but aside from the same rocks, there's not much to see. 😆
Gevernus19 Oct 2026, 12:48
hand-operating the lantern in total darkness until the light finally spills over the cave floor is a great moment. finicky lantern plus musket as your only tools is a smart take on the theme. only took a few steps, want to see more

OddballDave19 Oct 2026, 13:42
This looks and sounds great, and that really sets the right mood. I had the same problem of not being able to get past the first monster. I shot him several times but nothing happens to it. And having to go back to the start every time was off putting. Picking up the musket should act as a checkpoint. I think there's a really good concept in here, horror games often use unwieldy controls schemes to add to the tension, so I do hope you continue and improve on this. Great work for only 48 hours. Good stuff 🎱

chuckeles19 Oct 2026, 16:31
@oddballdave thank you! Not sure why you were not able to kill the monster... I hope there's not a bug. I tested it before publishing but just in case I'm gonna retest. But I am aware that the game is super clunky. Thanks for playing! 😊


TasakaSama19 Oct 2026, 16:59
It’s incredible. I can’t get over the atmosphere you’ve managed to create. It’s a bit of a shame that it’s somewhat marred by gameplay that isn’t very intuitive. But wow!

chuckeles19 Oct 2026, 18:29
@tasakasama thank you! Yes, exactly like you said. The pieces are there but the main gameplay falls apart.

Jesús González19 Oct 2026, 19:10
This is amazing. My highest rated one so far.

chuckeles20 Oct 2026, 08:07
@jesus-gonzalez thank! 😍

TechnicalityCreations20 Oct 2026, 09:47
I really love the lantern mechanic, the concept, and the art style. However, the game was quite laggy for me, particularly in full screen mode, and the audio was very glitchy. Also, the musket was broken for me. I feel like it would be helpful to have downloadable builds, and also, if you did some bug fixes, this would be a really good entry.

marudziik20 Oct 2026, 11:57
I don't mind that you used AI (I wish others would disclose this in similar detail), but IMHO your entry really shouldn't be submitted under Compo rules. Using AI the way you did is sort of like having a little helper. Plus, you mention yourself that you also used pre-existing assets (sounds).
That being said, I really liked the mood and I think the mechanic works well, it all kinda fits together. I actually understood the mechanics so this was fine. The only problem I saw was that web version does stutter a little for me (RTX 2070 Ti).
----
If you're not the author and want to heart this comment, please don't - there's an unfixed bug on LD page. Explanation here and here.
That being said, I really liked the mood and I think the mechanic works well, it all kinda fits together. I actually understood the mechanics so this was fine. The only problem I saw was that web version does stutter a little for me (RTX 2070 Ti).
----
If you're not the author and want to heart this comment, please don't - there's an unfixed bug on LD page. Explanation here and here.
perrarancino20 Oct 2026, 12:10
the atmosphere in this one is fantastic, the flickering lantern light and the noises in the dark do a lot of work with very little. i really like that the musket takes a whole little ritual to fire, having to light it on the lantern first turns every encounter into a panic and makes the tools feel properly old and fiddly. was that multi step reload always the plan, or did it come out of playtesting? great mood.
vorondesan20 Oct 2026, 15:13
Hi, I dig the graphics mechanics, and atmoshphere. At first, musket mechanic felt too clunky, but it`s a learning curve, after couple of tries you do it pretty fast. Wish it was a bit longer or had a boss in the end. By the way, Sound diglitally distorts in the beginning of the game. Great entry!
Viktoria20 Oct 2026, 17:44
The game has a very pleasant atmosphere. I liked the sounds. I managed to get through the game without fighting any monsters; it feels like something could have been done to make them more of an obstacle to progression.

ScrapMetal21 Oct 2026, 00:32
Wooooo! First game I played of the jam! 🙌 (Too bad it was when I was still working on mine, so I couldn't play it long. or take time to comment) 😬 😅
HUGE fan of your work!! Been following for a few jams now and I always look forward to seeing what you make! (Also been enjoying following your progress on Whisperlands! 🌳
I'm genuinely impressed by what you can create in 48 hrs. 👀 This entry is bonkers. It's so good. ❤ 🔥 The sound and atmosphere is so crazy good. When I first played, I immediately died on the first monster because I didn't know how to shoot. After seeing that you needed to light the muzzle with your lantern, decided to give it another go... I still died. 💀 The respawn is BRUTAL. 😅
But it made it even more intense. (Even tho a checkpoint after the tutorial bit might be nice). The controls are very clunky, but seem deliberately so. Like it's a lot of steps and controls to remember. But makes it part of the charm I think? After a while, I was able to get the hang of it, and started remembering the steps and it made it feel more immersive tbh. It felt like using a really old gun and lantern.
Granted... I would've died under that pressure if I didn't game it a little and retreat a bit to give more time between monsters.
I was really scared here 😰 😂
Overall, this is a top entry for me!! Really really nice work! 🤘
HUGE fan of your work!! Been following for a few jams now and I always look forward to seeing what you make! (Also been enjoying following your progress on Whisperlands! 🌳
I'm genuinely impressed by what you can create in 48 hrs. 👀 This entry is bonkers. It's so good. ❤ 🔥 The sound and atmosphere is so crazy good. When I first played, I immediately died on the first monster because I didn't know how to shoot. After seeing that you needed to light the muzzle with your lantern, decided to give it another go... I still died. 💀 The respawn is BRUTAL. 😅
But it made it even more intense. (Even tho a checkpoint after the tutorial bit might be nice). The controls are very clunky, but seem deliberately so. Like it's a lot of steps and controls to remember. But makes it part of the charm I think? After a while, I was able to get the hang of it, and started remembering the steps and it made it feel more immersive tbh. It felt like using a really old gun and lantern.
Granted... I would've died under that pressure if I didn't game it a little and retreat a bit to give more time between monsters.
I was really scared here 😰 😂
Overall, this is a top entry for me!! Really really nice work! 🤘

Eugenik21 Oct 2026, 01:22
The core idea of navigating those winding passages with such limited light and tools is fantastic. It creates a palpable sense of urgency and tension with every step. Looking forward to seeing how you build out this dangerous cave environment!


chuckeles21 Oct 2026, 09:43
@technicalitycreations thank you! Yay it seems Godot has performance and audio issues in the browser. I'm sorry for that, nothing to do about it now. I could prepare Win/Mac/Linux builds quite easily but I guess most people are still going to play in the browser anyway. 🤷 Thanks for playing anyway!

chuckeles21 Oct 2026, 09:44
@perrarancino The multi-step preparation of the musket and in general, the fiddly interactions with the items is actually where I started before I even had the game built around that. I actually had no time for playtesting lol 🥲 Thanks for playing!

chuckeles21 Oct 2026, 09:44
@vorondesan thank you for playing 😌

chuckeles21 Oct 2026, 09:45
@viktoria Yes, that is because I left myself about an hour or two to make the final level before the deadline, and the result is that I had no time to actually playtest it properly and come up with fixes for the problems 😆 . I had ideas for forcing you to fight the monsters. For example, rocks that would block you and you had to shoot them, but I just ran out of time, so it is what it is. Thanks for your feedback and for playing the game. 😌

chuckeles21 Oct 2026, 09:46
@scrapmetal Thank you so much for your kind words and for your support. I really appreciate it! 🤯😍

chuckeles21 Oct 2026, 09:51
@marudziik Thank you for your honest comment. To be entirely honest, I was on the fence whether to join the compo or the jam, but I decided to go with compo because that's the format I've been joining for years now, and I like the two-day version format. For this exact reason, I went through the rules about AI usage just before the compo started, and I think that I was still allowed to join the compo with the current rules. That being said, the current rules desperately need to be updated with more exact instructions for AI-assisted development I think. Still, it's messy with AI in Ludum Dare right now and I see that in other entries as well. It's difficult to judge. So I appreciate your opinion. That's why I disclosed the exact ways I used AI. I wanted to be transparent so that everyone can make up their own mind. And about using existing assets for audio, I believe this is fine. I hope that I'm not expected to record every audio effect for my game. And I've used a similar approach for pretty much all my previous entries, using existing sound samples from the internet and then combining and layering and cutting them. Cheers! 🙌

marudziik21 Oct 2026, 13:26
@chuckeles The rules I mentioned are the official, albeit a little outdated, rules: https://ldjam.com/events/ludum-dare/rules. Regardless of the AI usage itself, under Compo rules all assets - including sounds - must be done within its timeline. I agree on the AI rules part - and until the rules are updated, AI is (weirdly) legal in Compo. My comment regarding this is just my personal opinion. Thank you for being transparent, cheers!







The musket reload bugged out for me and it didn't reload the musket (Or did I miss anything? I pressed right mouse to aim and expected left mouse button to fire? Anyways the visuals are a bit glitched there, no big deal)
Awesome job!