Namcap: Reverse Pacman by caranha
"It's a simple plan. We kill the pac-man."
The roles are reversed! In this game, you are the bad guy, controlling the ghosts in the game of Pacman. Which side is harder to play with?
Use the directional keys or ASDW to control the ghosts. Press 1-4 to change which ghost you control. Don't let Pacman eat all pellets!
Please let me know your high score when you comment!
KNOWN ISSUES:
* Many commenters complained about ghost selection (hard to know which ghost corresponds to which key). Post-compo version will feature a better ghost selection scheme inspired in the suggestions. Thank you!
* Pacman's AI is dumb. It will get stuck sometimes when it can't find a path to its desired coin. It completely ignores pellets. Still, it should give you a nice challenge.
* I had no time to implement increasing difficulty. So the game does NOT get more difficult as you kill Pacman.
* Someone reported a crash when pathfinding. I was not able to reproduce it.
CREDITS:
* Software: Java with Slick2d, programmed with Eclipse
* Graphics: Inkscape and The GIMP
* Fonts: "Joystix" font from the "Game Font Database": http://www.thealmightyguru.com/GameFonts/Series-Retro.html
* Sounds: Bfxr
* Music: Autotracker (I wanted to use darwin tunes, but couldn't get my computer to listen to it)
The roles are reversed! In this game, you are the bad guy, controlling the ghosts in the game of Pacman. Which side is harder to play with?
Use the directional keys or ASDW to control the ghosts. Press 1-4 to change which ghost you control. Don't let Pacman eat all pellets!
Please let me know your high score when you comment!
KNOWN ISSUES:
* Many commenters complained about ghost selection (hard to know which ghost corresponds to which key). Post-compo version will feature a better ghost selection scheme inspired in the suggestions. Thank you!
* Pacman's AI is dumb. It will get stuck sometimes when it can't find a path to its desired coin. It completely ignores pellets. Still, it should give you a nice challenge.
* I had no time to implement increasing difficulty. So the game does NOT get more difficult as you kill Pacman.
* Someone reported a crash when pathfinding. I was not able to reproduce it.
CREDITS:
* Software: Java with Slick2d, programmed with Eclipse
* Graphics: Inkscape and The GIMP
* Fonts: "Joystix" font from the "Game Font Database": http://www.thealmightyguru.com/GameFonts/Series-Retro.html
* Sounds: Bfxr
* Music: Autotracker (I wanted to use darwin tunes, but couldn't get my computer to listen to it)
| All Platforms (JAR) | http://claus.castelodelego.org/games/LD25/namcap-fat.jar |
| Source (Java) | http://claus.castelodelego.org/games/LD25/namcap-src.tgz |
| Original URL | https://ludumdare.com/compo/ludum-dare-25/?action=preview&uid=7847 |
Ratings
| Coolness | 92% | 2 |
| Overall | 3.42 | 142 |
| Audio | 2.94 | 194 |
| Fun | 3.19 | 200 |
| Graphics | 3.19 | 263 |
| Humor | 3.14 | 161 |
| Innovation | 3.17 | 220 |
| Mood | 3.09 | 205 |
| Theme | 4.13 | 24 |
Smaxx - yeah, some people commented on having difficulty switching ghosts. I tried a few alternatives, but nothing that really satisfied me. Someone else making a Pacman game on this LD put a huge arrow on top of the Ghost head, which was brilliant. I will try to add that to the fabled post-compo version :-)
Sonny: Thanks for the comment! Making it very similar to the original pacman was a conscious decision. The art is not original (although it was hand-made), but I think this makes the "you are the enemy you always fought against" impression stronger. What do you think?
Sure, the AI here is a little wierd, but it's still pretty good.
My only suggestion from a mechanics perspective is that in the arcade game each ghost had a different behavior profile and speed. I kept expecting to be able to move faster as blinky, or for Pinky to do his whole "cut him off at the corner" behavior.
Having different behaviors for the ghosts was in the original plan (that is why I added the names and stuff). But that was quickly dropped when I started cutting off features :-) Maybe in the mythical Post-compo version!
Regarding switching: you could also put somewhat transparent numbers over the ghosts' heads (or that could be switched on/off). It would really help to distinguish them.
Anyway, I loved the entry. Congrats!
Wow, what a fantastic idea! Thanks!
Boxerbomb: Well, I'd say that 3 out of 1000 people is acceptable, in terms of originality :-)
Great idea. A decent game, but needs more polishing.
Would like to see a button (space?) that overrides 1-4 and selects nearest ghost, like in old soccer games. Might be fun. All in all, excellent entry!
Bad:
-Slightly weird A.I. sometimes. Aside from walking right in to ghosts, one time he just stopped altogether and sat there.
-Ghost selecting is hard... Especially when they're all blue.
Good:
+It's still a great concept.
+I love how the scoring system works... Really adds some strategy to it.
The score is only increased when you beat the level (kill all 4 pacman lives). This is because the score for each level is (2xMaximum pacman score - actual pacman score).
In other words, you only get to increase your score after you get a "you win" message for the level.
I'm not sure if I agree with the choice of controls. It's hard to memorize the color-number-associations, and I'd like to control more than one ghost at the same time. Maybe you could try mouse-control, where you drag & drop to set directions or targets for individual ghosts?
I love the graphics. They are so neat, almost cute!
The audio works well. The missing music is barely noticable.
All in all quite a good entry. Good job!
Controls were smooth as butter, very well implemented. Switching between ghosts was easy enough once you got the colors mapped to numbers in your head. Though I kind of wish there was some kind of lead-up or story it is what it is.
Very well done! :)
Good Job!
That opening music <3