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Retropone

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A member registered May 01, 2023 · View creator page →

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When the demo will release, I’ll gather players feedbacks and ideas to potentially put in the final game, alongside fixing glitches.

Once the final game is done, I’m planning to listen to more feedbacks for fixing more bugs and add more content if I do more or if I consider some community mods to be worth adding in the base game.

Everything is alright, it’s just that my job was too rough on me and I took a well-deserved break.

Some of the reasons the demo release is delayed is because I want to finish some modern levels, to show some proof of concept, and a friend, who’s a real programmer (unlike me), is helping me refactoring the code for something cleaner and more optimized.

I’ll make a proper announcement when there will be some progress. Sorry for the wait.

The game will support mods, and modded characters and modded skins are features planned. I don't know if it'll be done for the public demo tho.

Thank you! I’m glad you’re hyped by the project 💚

The demo will contains most of the levels and game modes done so far. I’m aiming to cover most games, but it’ll have missing content on purpose.

Well, automatic music playlists are not a thing, and I don’t plan to do it due to the unbalanced amount of music for each visual skins.

The Arcade Mode has multiple playlists for each set (if provided), and in other modes, you can select your music and even change it on the fly when pausing the game.

And if none of the musics in the selection are satisfying you, you can provide your own musics as native mods and select them in the Look & Feel menu

There is an option to manage the scale of the mazes for the screen/window size. The Auto mode will try to fit the whole maze on the screen, and then you can choose the size mode you want (up to 4x but can go higher if the display is huge). The camera try to fit all players on frame, and it has a smooth scrolling, in case of the maze being too big for the screen.

While it is possible to make a mobile port of the game, I’m not working yet on supporting Android and iOS.

I’m not a mobile game player in the first place, so, I don’t wanna provide a half-baked experience or forcing people to use a bluetooth keyboard/controller.

I’ll ask some assistance from developers more used to mobile platforms when I’ll feel like working on the Android and iOS ports.

The game won’t have a built-in level editor, but as I want players to be able to add custom levels, I’ll probably provide a more fleshed-out version of the maze making tool we used so far.

But is it really necessary to provide custom levels when the game is already overloaded with levels from anything Pac-Man related? ;)

Thanks for the questions!

- For ghost behaviors, some of them are picked up from Pacman 80, and for the others, we try to make them stand out by using features they had in previous games or fan-games.

- For frighten mode, I personally don't see the point of having a dedicated look for each ghost, especially since they never got that kind of feature in official games to my knowledge.

- For game mechanics, the ones in Arrangement AC are done, so, expect the boosters, jump pads and the multi-level layouts to work as intended! Kinky's mechanics are currently reworked (it's one of the reasons the demo release is delayed), and for Championship levels, so far, they are using their own dedicated mechanics based on CE2 where you clear the pac-dots to get to the next layout (as I can't adapt the standard CE mechanics to every level).

Speaking of mechanics, this is the biggest thing to work on, as the Pac-Man maze games have various elements to spice up the levels during the 90s-2000 era, but we'll make sure that everything works in a good and satisfying way when the game releases.

I'll release a demo once I consider the basic functions to be working correctly.
It'll be available for Windows, macOS and Linux for now ;)