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Lamplighter's Swing

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How to play

Hold to hook the lamp ringed in gold, let go to fly, and stay ahead of the dark.

More rules

Hold Space, ↑, the mouse button or a finger anywhere on the game to hook the lamp ringed in gold and swing. Let go to fly off with all that speed, then hold again to catch the next one. Hooking a dark lamp lights it, and hooks in a row without touching a rooftop build a multiplier. Your Glimling can trot along the rooftops (press to hop), but landing breaks the chain. The dark creeps in from the left and gets hungrier as you go; the shadow at the left edge thickens and opens its eyes as it closes in. Every lamp you light pushes it back, and if it catches you the night is over. Falling into an alley costs a heart (an awning catches your first tumble); lose three and it's over. At the lamp fair the Snuffer turns up and blows lamps out: swing right through the big moth to chase it off.

A paid run pays by medal: bronze 65 Glimmers, silver 140 Glimmers, gold 250 Glimmers, with a small token (up to 20 Glimmers) for no medal and 40 Glimmers extra for a new personal best. It costs your Glimling 1 energy.