Unihfy Games

Lanternrise

Lanternrise

3DClimbingParkourPlatformerLanternsFestivalLevelsHigh ScoreSingle Player

Games > Lanternrise

Play Lanternrise • Free

Climb up through a sky lantern festival into the night, in 3D. Run and jump across floating festival rooftops, ride paper lanterns that lift you while their flame burns down, spring off bunting, boom off festival drums, step onto gliding kites, spinning parasols, paper screens that tear, cloud wisps and rising sky boats, while the town glows far below. Climb through six height zones, each with its own sky, from the dusk rooftops through the Kite Winds and the Cloud Sea to a lightning storm and the aurora above it. Wind gusts, drifting embers and lightning strikes are always warned before they hit. Catch wish slips, light up the Paper Glider, Updraft and Bright Wick powers, and choose between an endless climb scored by height and 60 set levels on the Wish Tree, each with three seals to earn.

Genre: 3D Platformer

Difficulty: Easy first steps, then longer jumps, faster platforms and more hazards the higher you climb

About Lanternrise

The platforms

Festival rooftops are solid ground. Sky lanterns lift you while you stand on them, but their flame burns down as you ride; when it goes out, the lantern sinks, so step off in time. A lantern you leave relights slowly, and one that has sunk far enough relights back in its place.

Bunting strings spring you high into the air. Festival drums boom you even higher than a full jump. Kites glide back and forth, parasols spin and carry you round, and sky boats rise slowly like lifts, so wait for them to come to you.

Paper screens hold for a moment after you land on them, then tear away (they shake first) and re-form a few seconds later. Cloud wisps can be jumped up through from below and stood on from above.

Each zone mixes its own platforms. The Festival Rooftops keep to roofs, lanterns, bunting, parasols, screens and drums; kites, cloud wisps and sky boats join from Lantern Drift, and each zone above leans on its own: lanterns in Lantern Drift, kites in the Kite Winds, clouds in the Cloud Sea, screens in the Storm Band, and everything at once in Aurora Heights.

The zones

Festival Rooftops (60 m), Lantern Drift (70 m), Kite Winds (80 m), Cloud Sea (80 m), Storm Band (80 m) and Aurora Heights (90 m), each with its own sky, from a rose dusk over the town to a teal night, rain and lightning, and the aurora with the stars out. After Aurora Heights, the climb starts round again at the Festival Rooftops as Round 2, and so on.

Hazards

Nothing hits without warning, and no hazard ends a climb by itself; it can only knock you off a platform. The first 20 m are always calm.

Wind gusts: wind lines and an arrow on the side of the screen show which way a gust will blow, about one and a half seconds before it does. Then it pushes you sideways for a moment, never harder than you can run against. A gust never starts while a lantern is carrying you.

Drifting embers: slow sparks cross the jumps at body height, with a dotted trail showing where they're going. Touching one hops you away from it.

Lightning (Storm Band): a dark cloud gathers over a platform and a crackling ring spreads over it for nearly two seconds. Still on it when it strikes and you are thrown off. It only targets a platform with another one within easy reach, never starts while you're in the air, and never strikes under your feet twice running.

Wish slips and powers

Wish slips: catch them within about one and a half seconds of each other to keep a chain going. The counter shows how many you've caught; in a level it shows how many the level holds.

Paper Glider (14 seconds): hold jump while you're falling to glide down slowly and steer a long way.

Updraft (12 seconds): jump once more in mid-air. It recharges whenever you land or bounce.

Bright Wick (12 seconds): lanterns you ride stop burning down and lift you faster, and embers burn up before they can touch you.

Levels and seals

The Levels button opens the Wish Tree: six boughs, one for each zone, with the first zone at the bottom, and ten levels hanging from each as wish strips. That's 60 levels. They open in order: reach the gate of one to open the next. Pick a strip to see its height, your best time and its seals, and pick it again (or press Climb) to play.

Each level is always the same climb, one route up through its zone's platforms and hazards to the Wishing Hoop, a glowing gate on a terrace at the top. Levels start at 28 m and get taller, and harder, the further along the tree you go.

Each level has three seals, and each is kept once you earn it: Lit Gate for reaching the gate, Every Wish for catching every wish slip in one climb, and Swift Flame for reaching the gate within the par time shown at the top of the screen. There are 180 seals in all.

How it gets harder

In the endless climb, every climb is new, built as you go, with routes that fork and rejoin. Every gap on the way up is within your jump, however high you get.

The higher you climb, the longer the jumps get, kites, boats and parasols move faster, lanterns burn out sooner, screens tear sooner and there are fewer spare platforms to land on. From Round 2, gusts and embers turn up in every zone.

In the levels, the climbs get taller and the hazards stronger along each bough, and the jumps get harder from the first level to the sixtieth.

What the game keeps

Your best height, how many climbs you have played (so the control hints only show on your first few), how many wish slips you have caught in all and in your best climb, and the seals and best time for every level are saved on Unihfy Games in this browser.

Reviewed By
Kaushik Hirpara

Developer · Game Reviewer

Kaushik Hirpara is a full-stack developer and game reviewer at Unihfy Games. He does most of the work of bringing games to the site — adapting them to run properly in a browser, getting them working on phones, playing them, and writing up what players need to know.

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Game Created By

Unihfy Games

Lanternrise is an original game created and published by Unihfy Games. We continue to improve it with new features, gameplay enhancements, and platform optimizations.

Designed and built in-house by Kaushik Hirpara at Unihfy Games. All code, art and sound are original. 3D rendering uses three.js (MIT licence).

Proprietary SoftwareAll game credits

How to Play

  • On the title screen, choose Endless climb or Levels. In the endless climb, the aim is to get as high as you can, and your score is the greatest height you reach, in metres. In the levels, the aim is to reach the goal gate at the top of the climb.
  • Jump from platform to platform. A quick tap gives a short hop, and holding the jump gives your full jump. If a jump comes up just short, keep pushing towards the ledge and you'll catch it and pull yourself up. Small steps you simply walk up.
  • Falling is what ends a climb: drop 12 m below the last place you landed and the sky lets go. In the endless climb the run is over and your height is scored; in a level you can retry it straight away.
  • Each platform behaves differently, so read what's next before you jump to it (see The platforms below). The higher you go, the more of them move, the wider the gaps and the sooner lanterns burn out and screens tear.
  • Wish slips hang in arcs along the jumps. Catch them one after another to keep a chain going, and the chimes climb higher. Charms floating over some platforms light up a power for a few seconds.
  • A banner names each new zone as you reach it. After the sixth zone, the climb goes round again, harder each round.

Gameplay Preview

Features

A full 3D climb with a third-person camera that pulls in instead of clipping through things
An endless climb built as you go, with forking routes, scored by height
60 set levels on the Wish Tree, each with three seals to earn and a par time
Nine kinds of platform: rooftops, sky lanterns, bunting, kites, parasols, paper screens, cloud wisps, festival drums and sky boats
Six height zones, each with its own sky, platforms and weather, from dusk rooftops to the aurora
Variable jump height, ledge grabs, coyote time and a forgiving jump timing
Wind gusts, drifting embers and lightning, always warned before they hit
Wish slips to chain and three powers: Paper Glider, Updraft and Bright Wick
A washi-paper look for every screen, with seals stamped in ink
Music made up as you play in each zone's own mood, with wind, rain, lantern flames and footsteps, all synthesised by the game
Pause at any time, with a 3, 2, 1 count back in
Plays with a keyboard and mouse, or on touch screens with a thumbstick, in portrait or landscape

FAQs

What is the goal in Lanternrise?

In the endless climb, climb as high as you can before you fall; your score is the greatest height you reach, in metres. In the levels, reach the glowing gate at the top of each climb, and earn its three seals.

How do I jump higher?

Hold the jump button. A quick tap gives a short hop, and holding it gives your full jump. Bunting strings and festival drums throw you much higher than a jump can.

I keep coming up just short of a ledge. What can I do?

Keep pushing towards it. If your hands reach the edge, you'll grab it and pull yourself up.

Why did the lantern I was on start sinking?

A sky lantern lifts you only while its flame is lit, and the flame burns down while you ride it. When it goes out, the lantern sinks. Jump off before then, or catch the Bright Wick power to keep it burning.

What ends a climb?

Only falling: dropping 12 m below the last place you landed. Gusts, embers and lightning can push you or knock you off a platform, but they can't end a climb by themselves.

How do I unlock more levels?

Levels open in order on the Wish Tree. Reach the gate of a level to open the next one. You don't need all three seals to move on.

How do I earn the Swift Flame seal?

Reach the gate within the par time. The clock and par show at the top of the screen while you climb a level, and the par is crossed out once you're past it. Seals stay earned, so you can come back for it later.

How do I play on a phone?

Put your left thumb down anywhere on the left side of the screen to get a thumbstick and run. Drag on the right side to look around, and use the jump button at the bottom right, holding it for a higher jump.

Is my progress saved?

Yes. Your best height, your seals and best times for every level, and your wish slip totals are kept in this browser on Unihfy Games. Clearing your browser data removes them.

Who made Lanternrise?

Lanternrise was designed and built in-house at Unihfy Games by Kaushik Hirpara. Its code, art and sound are all original, and everything you see and hear is generated by the game itself. The 3D rendering uses the open-source three.js library.

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