Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Unlimiteddd

53
Posts
6
Topics
5
Following
A member registered Jan 23, 2019

Recent community posts

(3 edits)

i would like too (in future version) to skip the intermissions (rather long, and we watch it with interest a couple of times really; no need for a forced pause like in the "acarde cabinet" time, with the pause menu on PC) when pushing the power/boost button if possible. 

(a feature like "push Z to skip" in the right corner like some games)

(11 edits)

In the first 10m of my windows game, i pass through 3 blue/scared ghosts already (instead of eating them, often with boost ON... and most of the times when blue ghosts were coming toward me... for reproducibility; then later, phased one red ghost in lethal form frontally too, so it is not only their "scared forms"! ʕᵔᴥᵔ࣢ʔ)

It seems the collision behavior need a bit of tweaking still (in the  1.0)

(it didn't occur when playing Pac-Man & Pac-Man+ Rewritten... even if natively these games has some exploit i have read/seen with a "one pixel precision phase-through"; from memory, it has been corrected in Ms-Pacman and are impossible because the hit box has been enlarged or something similar.)

But overall, a great game for PC! thankx a lot! (feel & look even better than "Tengen Ms pac-man ROMs" on all console for 1P play! SNES version has 2D/3D enhanced graphics and 2P but still! Classic look here is impeccable! ʕ♡ᴥ♡ʔ)

(1 edit)

Thankx! ʕ✧ᴥ✧ʔ

Big applause & cookies for fullscreen mode!  ʕづ•ᴥ•ʔづ♥

Cool, but a little speedy?! :-P

Good mix of genre!

Ho yeah! It is fixed indeed! Smooth gameplay now!

I like the addition of the OG mazes of PM, Ms PM & Jr PM! (with some old-school sounds for them too!)

ʕづ•ᴥ•ʔづ♥

"Speed is key?"  ;-)

(2 edits)

Hello there! ʕ•́ᴥ•̀ʔฅ

If problems/delays arise (or just to cut it short! <3), just know that i'm (and so, maybe many other) very okay with the full game Ms-Pacman without any demo for Super-Pacman in it for PC. (like it was for Ms-Pacman, having it's own stand-alone demo on its dedicated page!)

A demo is programming partially a full game almost (if it is way different than the game base), and if androïd version has a separated one already, why not separate the PC one too to ease/accelerate things up? Just an idea though. ʕ•ᴥᵕ ʔ

Big Thanks like always, for quality free classic games of Pac-Man ʕ♥ᴥ♥ʔ (you got me twice with your april jokes, ...are you a toon maybe?! ʕᵔᴥᵔ࣢ʔ )

I see how it is! Good one guys...

(2 edits)

thankz a lot for a full screen solution! ʕづ•ᴥ•ʔづ♥

(and yeah, i noticed too that the first enhanced maze was quite hard! ʕ→ᴥ←ʔ Good balancing on that!)

(1 edit)

I notice some lag here and there when 5 ghost are enable; seems to me that a routine is creating extra CPU load for nothing. (could be worth checking for a smooth experience on win10)

(1 edit)

Yeah! would like an option to choose sprite for 1p too! <3

(1 edit)

Please bring back the resizable windows! (for us, connoisseurs! ʕ✧ᴥ✧ʔ)

(or a fullscreen mode instead!)

Agreed 100%.

Take your time surely. This would be purely a gift at this point.<3.

But i like the simple "sprites" swaps that add customization! (and emojis are already "designed", so you can add all that quickly without copyrights! Big brain move!) with random mazes, it is a little jewel game on a ring! 

It could have a life on its own for a quick PC game i'm guessing. I search large for new pac-man twists on internet, and i never saw something like you did... so yeah. I recommend! ;-)

Yes, i saw! i wanted to say "Stand-alone PC version to download" here! ʕ→ᴥ←ʔ (and changeable skins for PC too would be nice, if i may dare! ʕ ᵔᴥᵔ ʔ) Would love to keep that on my PC for a quick game! ₍ᐢ•ﻌ•ᐢ₎

Good fluidity, random generation, sounds... (and you solved the timer on frightened-ghosts not being accurate for gameplay, with a new form of increased blinking! Nice!) Well done! (and without botching the original game! Respect.)

very fluid.

pretty nice and smooth. well done.

Interesting, but you must fix the collision with walls and turns for pacman to never get it stuck dead in its tracks.

(12 edits)

Honestly so GrEaT & fluid, it could be the next commercial game beyond Jr-Pacman! ʕ✧ᴥ✧ʔ [2P sure is fun!]

Dodge-roll mechanics is genius! (and balanced)... can act as a speed boost, a frenzy/gobbling dash on frightened-ghost, an active way to phase through one or two close ghosts in a corridor... (but near turns or with many ghost surrounding you, it requires some finesse! <3 but it skips pellets to have a downside! ...try to do an epic rebound-roll if a ghost is tailing you close, or a "phasing-chomp" if a frightened-ghost is hiding near a normal one... for a confidence boost! ʕ→ᴥ←ʔ) 

Lotery system (write PACMAN when eating ghosts) is quite the find and a nice refreshing twist. It breaks the normal timing of a routine with power-pellets in order to acquire precious lives long term. The 2 fruits random pathing per maze with "slow pellets" opens a lot of strategies. ʕ•ᴥᵕʔ

Nice simple options with "turbo/boost", a 5th ghost, no flashing when powered (thanks the dev for that), side graphics on/off (less distracting), sounds/music balancing, fullscreen, and the choice for the starting level among others.

-------------

The only thing it could use/add is accessibility for casual gaming IMO: 

-An easy-mode (with 25/50% speed decrease for all levels, feeling slow but not sluggish) + no dodge-roll bounce on walls to make it easier to master later (and maybe +30% fright-time each levels, blocked at 1sec [not 0] in the harder levels & x2/x3 longer time in the center-box for the ghostz, to breath better).... for only 50% scoring (or another score-board entirely if problematic to compare ʕᵔᴥᵔ࣢ʔ)

-An option maybe to "pac-boost" only when pushing a button (i recommend z, and if maintained Doge-Roll trigger but the top/some speed is conserved unless z is released later; should be good/simple and interesting?! to learn and master, use at a minimum etc...) to speed up as needed and be dynamic (in that "fancy-turbo" mode, like many versions of pac-man have, "Tengen" for example)

(Side-graphics and fruits in the maze could need a modern/crisp relooking [not nice/polished 2D-3D like the rest], but with the AI trend it should be easy to do! A fan could do it too <3)

But F#@$ing good job on this game, i'm baffled! ʕ♡ᴥ♡ʔ Free indeed, it's no short of amazing! (could get a price tag on Steam at around 1-5$ and show it to some Indie/retro Youtubers for a Pac-plosion maybe... because i only got to know about it by searching every pac-games in itch.io...)

PC version please! ʕ♡ᴥ♡ʔ

(1 edit)

Very nice take on classic Pac-Man... i was waiting for an endless version like that! (there is much potential in adapting this) <3

i see nicely "random fruit spawns" in the maze for points, and an incentive to get near/enter ghost-house for nice power-ups to go (or something_useful/big_points)

No sound so, at that moment?

(1 edit)

Scanned with https://virusscan.jotti.org/ , and found no virus on the 14 anti-virus.

https://virusscan.jotti.org/fr-FR/filescanjob/ndtzxfbxkc

(1 edit)

X''D

(4 edits)

Superb! (love the 2P game and useful options! <3 )

Thank you for the great range of difficulty! (3 to 5 ghosts; 50% to 200% speed; Bonus Power-up and Plus mode and other!).

The "Full-Screen entire maze option" (1 &2p) is genius! *Applause!*

(4 edits)

Nice seeing the early screenshotz! 

(fun fact: if you download the game from itch.io, the .zip archuve is called "moonbase" too yet! hihihi Got'ya! =^^=)

nice color palette!

(1 edit)

Those are some very good (& clean) ideas!

(4 edits)

So i am late-game with many colored dots on the map, and i am wondering were to go  to swoop specific ressources  (in a dense area with that even better), even combining 2 types for one travel etc... Some are very visible (purple, green, orange), some less (shade of greys, shade of yelllows, shade of blues). I was looking for scrap metal (hardest to see in the middle of all!)... Then it hits me!   

*BOINK! ʕ→ᴥ←ʔ*

Why not use/change the "radar/navigation tower" (left click) to also scan/open the map, and select a ressource (in a menu) to "look-for" (a good cluster luckily)... which could then blink in a fluo color (full red, green, blue, or pink for example) to easily locate them! (amongst many others). There is no "click usage" for that building, so a good addition/idea IMO! ʕ•́ᴥ•̀ʔ (player friendly and all that)

(2 edits)

Just an idea, but i was wondering if the artefacts could have a "pseudo-random" value (>=3  & <=7) upon scanning and showing the picture of it; The average would be 5 so, but being lucky or not could change the flow of your updating etc... (and the search for artefacts would be more interesting, less linear etc... players would think "maybe i found a good one this time?!". Finally, "adding points" to the total should feel like "science/discovery", more than "unlocking with a block". Could be nice! ʕ•ɷ•ʔ ).

Something like this maybe for pseudo-randomness:  

[ 3pts=>10%    4pts=>20%      5pts=>40%       6pts=>20%     7pts=>10% ]

(to counter-balance too much luck or misery lol) Just to add some spices to all that, and to justify  "scanning" the moony thingy! ʕ→ᴥ←ʔ

Hihihi. You evil genius! ʕ•ᴥᵕʔ

Good "beta testing" though! catz thankx ya for your service! (=⚈ᆽ⚈=)∫

(1 edit)

Seems to be a good idea to had  various "points incentive" mini-missions! ʕ✧ᴥ✧ʔ (to replace/counter-balance some big-radius searching for the middle-game artefacts, before having a vehicule, or prefering that slow types of stuff  to make points etc...)

Maybe have a system to replace one mission per day if not fitting for us? (if they are "static", and not replace day by day)

If one do not care for that, they will skip it... so no worries here (no pain, no gain? lol).

One last thing to Cairn4: The change in v0.53 to build a rocket to "finish the mission & go home" was a good addition i think (love it!)  to galvanise the flow of the game, add an extra layer of crafting (easier with all the upgrades to do!), and a final solid goal (doubled by an interesting mecanic to reach a far away base!) Way to go! *clapclapclap*

(2 edits)

Yeah, the slugs are interesting to fight! ʕ✧ᴥ✧ʔ Love Them! 

Good job on the v0.53 version! ʕづ•ᴥ•ʔづ♥

The dozer is a tank now, which is fitting for destroying "little annoying critters"! I like that too!

(3 edits)

In addition, when using the paintbrush to paint "special rooms", the left-click of the mouse  also "trigger the crafting window" of said rooms/bench... it is a little unsettling! ʕᵔᴥᵔ࣢ʔ 

Thinking about that, i would make the paintbrush "standalone" (no interfering with crafting) paints with left click , and deactivate too the normal right click (remove object on said tile) to quickly pass to the next color! ʕᵔᴥᵔʔ It seems smoother that way (and intuitive?!). Moving the mouse to select the tiny square for a color is a little cumbersome i observed! ʕ-ᴥ-ʔ An easy alternative like  right-click should help! <3

(5 edits)

So i came across an easily noticeable/reproductible bug with the paint-brush (which is much appreciated by the way for a little customisation!).

I painted  my base green, and i noticed if i quit & re-load (no need to quit the program) some rooms go back to the default color. It is only the "craftbench interior room", "Chemistry Lab", "interior-garden patches", & "reservoirs" for the moment. I saw that is was always the same  type of rooms that are problematic... (blank rooms, "fan rooms", "stockage rooms",  and airlocks seems to retain their colors ) But they should all be tested! ʕ•ᴥᵕʔ

I guess it is only a variable that is lost in the saving-reloading process etc... should be easy to see & fix!  ₍ᐢ•ﻌ•ᐢ₎

I think it is a good idea! ʕ✧ᴥ✧ʔ (could make night travel a nice ambience!)

Thankx Cairn4 for fixing/upgrading the Drill-Dozer <3! (destroys dead-trees now! Very useful to make roads & clear base-space now! Hourray!)

To Ameey: You can with the buggy (with enough speed) "one_shot/kill" a rock-crab/roaches by hiting it. But with the drill-dozer, no luck; Even with the "grinding front-jaws active", it comically spits it out at the back unharmed! XD Could be fun to kill it that way in the future ;-) ! (because it is not so easy to have one just in front of you... with the slow turn & backing speeds of the Dozer! Seems satisfying when that goes well! :-P )

(5 edits)

Yep, it is not explained! ;-) Fair point! (the items are "trembling" in the sand-storm,  pointing to that "blurred danger" but that's all! :-P) A line in the tutorial warning about "items on the ground could disappear" could be nice! You had no luck that your first loss was an artifact, but generally players found about that with a "random object" that they didn't need. :-D The game has an "explorating feeling" to it, and you must understand some things by yourself (beware of lightning storms too BTW! hahaha).

I tried/test_run a "quick storage module play", and it takes me about 15/20m to unlock it. Most of the time the 1st artefact is near your landing spot (to quickly convey their existence to you!), and after creating a smelter, you can have the "reasearch lab" (artifact scanner) rapidly. The only thing that can be tricky here, is finding the second needed artifact around your base at some distance! (@_@) But it is an "early game" unlocking here nonetheless. (two artifacts needed only)

It forces you to manage your inventory so; and be limited by it in very early game. (first times i played, i had a whole inventory on the ground thinking "Ho, i don't need storage at all! why bother with it?!" hahaha. And then i saw the sandstorm eating random objetcs on the ground! :-O And so i learned! The experience here is understanding that fact, and thinking about/toward a "safe storage" early in the game next time (that focalises you toward the next useful goal, to search artifacts and venture around... that is a good mecanic/flow for the game IMO!) =^^=

You must also decide/balance the choices of having (when collecting artefacts) sotrages, or other priorities (like better foods, better tools, paving, etc...) which adds depth to the early strategy of the game too. (you can play differently a few times to optimise all that! And find your playstyle!)

Yes, it is intended. (for some time now).

It is to emphase that the ground is not a "inventory of fortune" (it works for a short time to organise construction or free some  space, but if a rare sandstorm begins, you must hurry to pick all up!) If you want a safe  inventory, create a stockage-module! (with a few metal-ores)  It adds value to the latter (beyond practicality). 

The game is all-too-easy (friendly) with the player on a lot of things, so it is quite alright IMO. =^^=