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SOLSTICE — The Longest Day: a platformer where light is your only resource

This is a submission for the June Solstice Game Jam What I Built SOLSTICE — The Longest Day is a short, atmospheric platformer built around one idea: your light is your only resource. It's the eve of the June solstice — the yea…

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This is a submission for the June Solstice Game Jam






What I Built



SOLSTICE — The Longest Day is a short, atmospheric platformer built around one idea: your light is your only resource.



It's the eve of the June solstice — the year's hinge between the longest day and the longest night — and the sun is failing. You play a small wanderer carrying the last ember of daylight. That glow does three jobs at once:





  • It lets you see. The world is dark; you move inside a soft pool of light that shrinks as it drains.


  • It's your lifeline. Shadow drains it faster — let it gutter out and you're nearly blind.


  • It's your tool. Spend it in a Sunburst to bloom pale, ghostly platforms into something solid, light distant beacons, and push back the dark.



You carry that light across four hand-built levels — Dusk → Twilight → Deep Night → The Turning — as the darkness deepens, until you reach the altar and rekindle the dawn.



My goal & the theme: the solstice is the exact instant light and dark trade places, so I wanted light to be something you physically negotiate the whole game rather than just a backdrop. Spend too much and you're stranded in the dark; hoard it and the path stays shut. The level arc traces the day itself — a descent into the longest night, a turning point, and a climb into a dawn that floods the screen with gold.





▶ Play it in your browser (desktop & mobile): https://hyperagent.com/s/A_Xul17aTbCIAsAcvG8A-w






Code



The entire game is a single, self-contained index.html — HTML5 Canvas 2D + vanilla JavaScript, no engine, no libraries, no build step. One file you can read top to bottom.










SOLSTICE — The Longest Day



A short, atmospheric platformer where your light is your only resource. Built for the DEV June Solstice Game Jam.


▶ Play: https://hyperagent.com/s/A_Xul17aTbCIAsAcvG8A-w


On the eve of the solstice the sun is failing. Carry the last ember of daylight across four levels — Dusk → Twilight → Deep Night → The Turning — and rekindle the dawn. Your light lets you see, slowly drains, and is spent in a Sunburst to bloom platforms, light beacons, and push back the dark.



Controls





  • Move: ← → or A D


  • Jump: Space or W


  • Sunburst: J or Shift


  • Pause: P · Restart: R · Mute: M


  • Mobile: on-screen buttons — play in landscape



Tech



One self-contained index.html — HTML5 Canvas 2D + vanilla JavaScript. No engine, no libraries, no build step. Real-time 2D lighting via canvas compositing, fixed-timestep platformer physics (coyote time, jump buffering, variable jump height)…











How I Built It



Lighting is the heart of it. Each frame I draw the world normally, then build a separate darkness layer: fill it near-black, then punch holes in it with radial gradients at every light source (you, motes, beacons, lit platforms) using globalCompositeOperation = 'destination-out'. Composited over the scene, that gives the soft pool-of-light look; a second additive pass paints warm bloom back in. Platforms that are only solid when lit simply test, each frame, whether their center falls inside a light radius — that one check is the whole core mechanic.



Game feel got real attention: a fixed-timestep loop, coyote time, jump buffering, variable jump height, squash-and-stretch on the character, a little screen shake on landings and Sunbursts, and an eased camera. Small touches, but they're the difference between a canvas platformer feeling crisp vs. stiff.



Audio is fully synthesized with the Web Audio API — no sound files. A warm, consonant sine pad drones under everything, with gentle chimes for motes and a soft whoosh for the Sunburst.



It's responsive & mobile-first: the canvas adapts its aspect ratio to fill any screen, and the touch controls are true multi-touch so you can move and jump at the same moment (with touch-action: none so the browser doesn't hijack the second finger as a zoom).



A few things I wrestled with: keeping a draining-resource game fair (generous minimum light, forgiving beacon checkpoints); a collision bug where a rising platform briefly overlapped the player's feet and flung them sideways; and tuning the dawn so it reads as a warm sunrise payoff instead of a blinding flash.



Thanks for playing, and happy solstice. ☀️

1. Sofort-Triage & Abwehrmaßnahmen

SOC Incident Playbook: Remote Code Execution (RCE) Defense
Syntax validiert (0 Fehler)
title: Detect Exploitation - SOLSTICE — The Longest Day: a platformer where light is your only resource
id: d1d609fa-9b81-49c4-94e9-8125ece20b06
status: experimental
description: Automatisch generierte SIEM-Erkennungsregel basierend auf CTI Intelligence
references:
  - https://tsecurity.de/
author: iShareStuff CTI Automated Detection Engine
date: 2026-09-25
logsource:
  category: network_connection
  product: any
detection:
  selection:
      CommandLine|contains:
        - 'exploit'
  condition: selection
falsepositives:
  - Legitime administrative Zugriffe oder Penetrationstests
level: high
tags:
  - attack.initial_access
  - attack.t1071
Syntax validiert (0 Fehler)
rule CTI_Threat_Indicator {
    meta:
        author = "iShareStuff CTI Automated Detection Engine"
        date = "2026-09-25"
        description = "YARA Signature for "
    strings:
        $str = "SOLSTICE — The Longest Day: a " ascii wide
    condition:
        any of them
}
Syntax validiert (0 Fehler)
index=security sourcetype IN ("cisco:asa", "pan:traffic", "zeek_conn", "suricata", "WinEventLog:Security")
("SOLSTICE  The Longest Day a platformer w")
| stats count earliest(_time) as first_seen latest(_time) as last_seen by src_ip, dest_ip, dest_host, signature
| eval first_seen=strftime(first_seen, "%Y-%m-%d %H:%M:%S"), last_seen=strftime(last_seen, "%Y-%m-%d %H:%M:%S")
| sort - count
Syntax validiert (0 Fehler)
message: "*SOLSTICE  The Longest Day a platformer w*"
Syntax validiert (0 Fehler)
CommonSecurityLog
| where Message has "SOLSTICE  The Longest Day a platformer w"
| summarize EventCount = count(), FirstSeen = min(TimeGenerated), LastSeen = max(TimeGenerated) by SourceIP, DestinationIP, DestinationPort, Activity
| extend DetectionRule = "iShareStuff-CTI-Compiled"
| sort by EventCount desc

2. Cyber Threat Intelligence & Forensik

CTI Threat Relationship Graph3 Knoten / 2 Relationen
CVE / Incident Software MITRE ATT&CK CWE Weakness IoC
🎯
MITRE ATT&CK Matrix Navigator 14 Taktiken
Identifiziert: T1071Application Layer Protocol (C2)
Reconnaissance
-
Resource Development
-
Initial Access
Execution
Persistence
-
Privilege Escalation
Defense Evasion
Credential Access
-
Discovery
-
Lateral Movement
-
Collection
-
Command and Control
Exfiltration
-
Impact
tsecurity.de Cognitive Threat RAG
Fokus-Vektor:

Kognitive Analyse für identifizierte Bedrohung: Erhöhte Bedrohungslage im Bereich SOLSTICE — The Longest Day: a platformer.... Basierend auf 368k Vektor-Korrelationen werden sofortige Isolationsmaßnahmen für betroffene Endpunkte empfohlen.

🛡️ Angriffsfläche & Exposure

Netzwerk/Remote-Zugriff ohne Vorauthentifizierung möglich.

⚡ Empfohlene Sofortmaßnahmen
  • 1. Perimeter-Inspektion: Relevante Portfreigaben und exponierte Endpunkte unverzüglich scannen.
  • 2. Patch-Applikation: Hersteller-Hotfix einspielen oder betroffene Daemons in isolierte DMZ-Segmente überführen.
  • 3. Telemetrie & EDR-Alerts: Prozessaufrufe und Child-Processes auf anomale Shell-Spawns überwachen.
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