Play game
PacRogue's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #115 | 2.750 | 2.750 |
Roguelikeness | #134 | 2.625 | 2.625 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Successful or Incomplete?
Incomplete
Did development of the game take place during the 7DRL Challenge week?
Yes
Is your game a roguelike or a roguelite?
Yes
Leave a comment
Log in with itch.io to leave a comment.
Comments
The lack of escape once the ghosts are right behind you is a problem. I expect you planed to add power pellets and maybe the side passage but ran out of time. I'm not sure either of those would be enough to make it fun or if you would need different AI for the ghosts or something else. It's a good attempt.
clever idea :D
need to stick an
event.preventDefault()
in your keyboard handler so the page doesn’t scroll around while i’m playing.otherwise, it’s a simple concept, but you pulled it off! Nice work!
Cool idea and well executed!
Thank you for your kind words!
fun!
Thanks for your comment!
Nice concept in a reasonably well put-together package. I thought it might be less stressful than the original due to the turn-based nature, but the lack of power pellets ended up making it more difficult than the original. I tried a few times but wasn't able to beat it, and only came close due to a bug where two of the ghosts stopped moving at all for several turns. But with a bit more polish/balancing it could be very good.
Thanks for your comment!
The lack of power pellets is not a feature, but the result of a failure in time management on my part. :p
The turn-based version has its problems since every actor takes the same time to act, thus the player cannot outrun the ghosts, but the ghosts cannot catch up to them neither. I should experiment with different speeds like the original and see where that goes.
The AI pathfinding routine is incomplete and full of hacks and bugs, sometimes the pink ghosts fail to find a path and stop, and can end up blocking other ghosts since the code prevents them from walking onto one another, as well as from going the opposite direction they were taking, hence they stop.
This definitely needs fixing and polishing!
Cute little game and very addictive. Did you match pacmans original AI behaviours for the ghosts?
Thanks for your comment!
I originally intended to, but ended up spending too much time on maze generation and too little on AI states and pathfinding, therefore I marked my entry as incomplete.
As of now, only the red ghost (chase the player) and the pink ghost (target a tile in front of the player's direction of travel) are somewhat implemented. Since I relied on rot.js' pathfinding tools, I could not really model the original ghost behaviors which often target a tile outside of the board.
I'm thinking of working on replicating the original logic after taking a little break to work on other projects.