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A jam submission

pacman?View game page

Submitted by makescraps — 6 minutes, 1 second before the deadline
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pacman?'s itch.io page

Results

CriteriaRankScore*Raw Score
Presentation (audiovisuals, clarity, style)#322.1413.111
Overall (main category)#331.9882.889
Game Design (gameplay, feel, raw mechanics)#331.8352.667

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

it took me sometime to know i was the ghost!  (i was like what!!  the game is playing it self what about me?) great twist! i like the idea!!

HostSubmitted(+1)

Pacman, but you are not Pacman! Crazy twist! It would be a great co-op fun indeed! I like your idea and execution is also great!

Submitted(+1)

Thanks for the updated web build. Cool idea, I'm finding it very easy to kill pacman lol >:-). I could see this being a fun multiplayer too

Developer

you must be good at gaming!

Developer(+3)

update html page

https://makescraps.itch.io/demo

Submitted(+1)

This makes trying it out a lot easier, sharing about it on Defold Forum could help with more people trying your game

Submitted(+1)

Nice game. I see a potential for it to become a good local co-op game. Hope you'll keep expanding this concept further. 

Developer(+1)

thanks! I'll continually develop this feature 

Developer (2 edits) (+1)

pls down game in this link

https://makescraps.itch.io/demo

Submitted(+1)

I guess you are not allowed to change it till rating is finished. I tried the game and it is fun. Would love to learn about how did you code the AI of Pacman?

Also, creating a new project on itch.io and  uploading a web version to it would let more people to try your game :)

Submitted(+2)

Nice to see another game with a twist on Pacman. Cannot play it though..

For the windows build, can you try uploading the whole folder Defold produces? (Zip or rar)

Same with web build, index.html should be in its folder and zipped

You can watch this video I have on uploading your game to itch io: 

Developer(+1)

oops!thanks for your reminder! I'll try edit it later.

Developer (2 edits)

i cant edit  this page

pls down game in this link

https://makescraps.itch.io/demo

Developer (4 edits)

 html page https://makescraps.itch.io/demo

Game Controls (Simplified English Version)

1. Blinky (Red Ghost) – Slow but Easy to Control

  • Controls: WASD keys (W: Up, S: Down, A: Left, D: Right).
  • Core Traits: Slowest movement speed among all ghosts, but with straightforward logic—it always chases the player’s current position in a straight line. This makes it ideal for beginners to "block paths" without complex prediction. However, its slowness limits its ability to catch agile players, so it’s best used in combination with other ghosts (e.g., Pinky’s interception) for effective trapping.

2. Pinky (Pink Ghost) – Very Lazy, Requires Real-Time Control

  • Controls: IJKL keys (I: Up, K: Down, J: Left, L: Right).
  • Core Traits: Initially stationary; only moves when the player enters its detection range (about 3 grid spaces). If left unattended, it may return to the ghost house, requiring manual guidance to adjust its route. This "passive" nature demands constant real-time control—players must continuously steer it toward the player’s path to intercept effectively.

3. Inky (Cyan Ghost) – Can Pass Through Walls but Hard to Control

  • Controls: Arrow keys (↑: Up, ↓: Down, ←: Left, →: Right).
  • Core Traits: Unique ability to pass through maze walls, but behaves unpredictably (often suddenly turns or gets stuck in dead ends). It doesn’t consistently chase the player; instead, its movement is dictated by a random algorithm involving its own position and the player’s location. This makes it more suitable for "distraction" than precise trapping—players must constantly adjust its path to block the player’s advance.

4. Clyde (Orange Ghost) – Needs a Mouse-Set Target Point

  • Controls: Mouse click to set a target point (anywhere on the maze, e.g., near the player, close to a power pellet, or at a wall corner); Clyde automatically moves toward the target.
  • Core Traits: Without a set target, it remains sluggish (moving occasionally but without direction). Once a target is assigned, it becomes a "mobile obstacle." Players must flexibly adjust the target point based on the situation—for example, setting it near the player when they’re about to eat a power pellet to disrupt their progress.