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.
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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!