Game area


Lume Fights Back
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Selminha standard: P pauses · M sound · SPACE or tap to startAbout Lume Fights Back
The hunters never gave up on the hatchling — they just traded cages for scrap jetpacks, sheet-metal wings and flying bikes. Lume is free now, and he fights back with the only weapon he's got: fire. Steer him across the sky over the scrap city with the stick or arrows (he never falls), and shoot with a single button — hold it for a steady stream. Enemies roll in from the right in waves: the jetpack hunter flies straight and fires a revolver, the winged gunner hangs back at your altitude and shoots his rifle dead ahead, and the biker charges on a flying bike. Clear each stage's quota of goons and the boss shows up — The Tamer with his nets, The Driver with a flamethrower, The Jailer hurling iron pipes and, last, The Executive in his exosuit with a beam cannon and homing missiles — each with moves of his own and a hint on the health bar. Lume's flame is his energy: every hit or crash burns 70% of it, so two hits in a row cost a life; sparks from downed enemies relight 10% apiece. Extra lives come every 10,000 points and through the spark counter on the HUD — 100 for the first, 25 more for each one after — up to 10 lives. Between stages you get a 15-second bonus round with nothing but sparks: grab as many as you can. After the fourth boss the loop starts over, tougher. There's no ending — what counts is your spot on the site's Top 5.
One of Selminha's ideas
“Everybody saw Lume get rescued. I wanted to see the day he stopped running. I left the sky open and the hunters airborne — the fire is on you.”
How to play Lume Fights Back
- Move Lume in any direction with the arrows or WASD, the gamepad stick or d-pad, or the touch pad on the left of the screen. He never falls — he only goes where you send him.
- Shoot with J (or Z), K, Space or Enter; on a gamepad, A/✕, X/□ or RT; on a phone, the FIRE button on the right. Hold it for a steady stream.
- Take down each stage's quota of goons to draw out the boss — the HUD tells you how many are left. Hunters are worth 100 points, bikers 120, gunners 150; bosses run from 1,000 to 3,000.
- Your flame is your energy: every hit or crash burns 70% of it, and two hits in a row cost a life. Sparks relight 10% each.
- Extra lives every 10,000 points and through the spark counter on the HUD: 100 for the first, 25 more for each one after. 10 lives max. In the 15-second bonus round, grab as many sparks as you can — every one counts.
- P or Esc pauses; M toggles sound; F toggles full screen on a computer. The full instructions live in the pause menu. When the run ends, put your name on the game's Top 5, saved on the server.
The flying hunters
- Jetpack hunter
- Flies straight and fires a revolver. 2 fireballs to take down; worth 100 points.
- Winged gunner
- Hangs back at your altitude and shoots his rifle dead ahead. 3 fireballs; worth 150 points.
- Biker
- A straight charge on a flying bike, no gun. 3 fireballs; worth 120 points.
- Bosses
- The Tamer (nets), The Driver (flamethrower jet), The Jailer (thrown iron pipes) and The Executive (beam cannon and homing missiles). They keep switching moves and get meaner at half health. Worth 1,000, 1,500, 2,000 and 3,000 points.
On the second lap enemies gain health and speed; the points stay the same.
Controls on phone and computer
- Computer
- WASD or arrows move in any direction · J (or Z), K, SPACE and Enter shoot; hold for a burst · P or Esc pause · M turns the sound on and off · F toggles full screen · gamepad: stick or d-pad moves, A/✕, X/□ or RT shoot, Start pauses, Back toggles the sound
- Touch
- Phone sideways and in full screen. The pad on the left moves Lume; the FIRE button on the right shoots (hold for a burst). Pause and sound live in the top-right corner.
Flame, lives and bonus
- Flame
- Lume's energy. Every hit or crash burns 70% of it; every spark relights 10%.
- Lives
- 3 to start. When the flame goes out (two hits in a row), Lume loses a life and comes back whole with a few seconds of protection.
- Bonus round
- 15 seconds between stages, sparks only: grab as many as you can — every one counts toward the extra life.
- Extra life
- Every 10,000 points and through the spark counter: 100 for the first, 25 more for each one after. 10 lives max.
It's an endless run: after the fourth boss the lap starts over, tougher, and your best score is what counts.
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