Pac-Mouse Survival by Thoastbot

This is Pac-Mouse Survival, my entry for Ludum Dare 51 \o/
In my game you play as Pac-Mouse, trying to survive! Every 10 Seconds the labyrinth you life in will change, you lose a heart, a cat and maybe a bird will join the labyrinth and some cheese will spawn. Don't get touched by cats or birds, they'll cost you your life! There are 3 types of cheese - normal cheese fills a heart, ghost cheese turns you into a ghost and rage cheese will put you in a frenzy that allows you to eat those pesky birds and cats!
Try to survive as long as you can!

The project is made in Javascript, no librarys. I always see Ludum Dare as a coding challenge, so i try to stay as basic as possible - thats why i use plain Javascript :3 Art and Audio made by me.
This Ludum Dare i especially liked the process of making Audio, it was pretty much fun - tried to use some own recorded sounds and tweak them to sound fitting!
-- BUGFIXES after release (Download is untouched - online version is updated) --
-> Fixed getting stuck on walls while diagonal movement - now the player slides along walls
I hope you enjoy playing my game! :3
Play my game online here http://ld51.kimrubendavid.com/ or download the file and run the index.html.
| Game | http://ld51.kimrubendavid.com/ |
| Original URL | https://ldjam.com/events/ludum-dare/51/pac-mouse-survival |
Ratings
| Overall | 269th | 3.364⭐ | 24🧑⚖️ |
| Fun | 192th | 3.432⭐ | 24🧑⚖️ |
| Innovation | 316th | 3.114⭐ | 24🧑⚖️ |
| Theme | 269th | 3.523⭐ | 24🧑⚖️ |
| Graphics | 402th | 2.818⭐ | 24🧑⚖️ |
| Audio | 268th | 3.024⭐ | 23🧑⚖️ |
| Humor | 116th | 3.265⭐ | 19🧑⚖️ |
| Mood | 285th | 3.079⭐ | 21🧑⚖️ |
| Given | 14🗳️ | 23🗨️ |
I think a good improvement to make would be to make moving around the maze a bit easier, I find it very easy to get caught on the walls when trying to go down another path.
Other than that the game is fun to play and I like the sound effects :)
Really nice
Better enemy IA will make it more fun ;)
(I have been creating game with only ActionScript in Flash for my previous LD entries and I know it cost a lot of time and efforts. Therefore I switched to Unity this time)
Besides, I really love the effect that the color of the maze slowly changing from rows to rows. It might have been even better if the walls can progressively change as well. Nice entry after all!
I ended up dying by getting trapped in a corner on one heart behind an enemy. I'll get rage cheese revenge on that guy.
Other than that, a fun time! I really like how your ghost powerup actually lets the player fly through walls and when it ends or if a layout changes, you don't get stuck in the wall. Feels very smooth. Btw one thing I really like is how you visually implemented the timer over the level with a shadow moving up the screen. It really made keeping track of the timer effortless!
##### Semi-on-the-fly remarks:
1. Small misspelling: ‘the labyrinth you life in’ -> ‘live’
2. The big explanation picture reminds me of what I did in several previous games. :) The optimal target is that a player can understand the game while playing it through a progressive introduction of mechanics, but this can get hard to set up in such a short time. I think yours does a clear job! Also, I already like the simple effective hand-drawn style, including the implicit ‘colour code’.
3. Some misspellings in said picture: ‘THROU’ -> ‘THROUGH’, ‘Enemys’ -> ‘Enemies’ (four times modulo letter case), ‘labyrith’ -> ‘labyrinth’. And I would have written ‘you’ and possibly ‘damage’ instead of colloquial ‘u’ (two times) and ‘dmg’, but then again, I am such a fussy guy. X)
4. ‘The project is made in Javascript, no librarys. I always see Ludum Dare as a coding challenge, so i try to stay as basic as possible’ -> I like the spirit! :) I also see things this way; I used a low-level framework, but do you mean you did not even use any framework at all? (For the record, I saw [someone announce](https://ldjam.com/events/ludum-dare/51/$301360/ludum-dare-hard-mode) that he would try building his own C engine during the event. Kudos to people that take it this far, although this seems insanely hard to me. XD)
5. ‘tried to use some own recorded sounds and tweak them to sound fitting!’ -> Did you use Audacity, or other software? I am interested in expanding my (almost non-existing) audio skills. :)
6. ‘(Download is untouched - online version is updated)’ -> Is it for archiving purposes? You can still upload several versions and clearly indicate which is which. (I numbered my own versions, and specified when they were ‘out of the competition’.)
7. The stated concept on the picture reminds me of the randomness interpretation of the ‘dice roll’ theme, by the way. So, I feel it does give an equal part to *randomness* in addition to regularity (ironically!).
8. Still on the explanation picture: I realize that while the colours for ghost and rage match between cheese and mouse, it is not the same for normal mode; which is logical as these are the normal colours. It may not be a problem for gameplay, just noticing. :) And I also love that the edible enemies are made out of cheese! XD
9. In game: the visual indication of the ten seconds using transparent stripes is clever and practical.
10. Controls are layout-independent, great (I have an AZERTY keyboard). :) A nice enhancement would be to display the right keys on the explanation screen to match the layout (and I guess there is some JavaScript way of dealing with this I/O issue) — although I suspect the image is ‘hard-drawn’, which is fine by me. ;)
11. I like the dynamic red exclamation mark above the mouse as an indicator for danger. (Later: ah, this is not when an enemy is near, but when you get to one heart! Which makes more sense as for usefulness.)
12. Wow, things are going fast! :o I noticed in the expa
13. Noticing now on the explanation picture that rage mouse has an angry look and ghostly mouse has no pupils. Nice attention to details!
14. The game over screen asks you to reload to relaunch the game; which is fine, but I think putting a keyboard key would have been just a little more practical. My guess is that you may have had a time problem to properly deal with cleaning memory or this kind of things, so, no problem, better safe than sorry! ;)
15. My second run goes way better! I had trouble the first time around because I was having trouble figuring out how things went and parsing the screen, but now, this is clear.
16. I like the three music pieces; I think I love even more the two special ones (ghost and rage). How did you make the music, by the way? :)
17. The whole game is cute, actually, both visually and ear-wise. Maybe just adding a small animation for moving (even using symmetry for the mouse would do the trick!) and getting hit would have been ni
18\. The sounds are funny; I would only say that maybe the cheese-eating sound is less evocative: it may be me, but I think it is less clearly interpretable than the one when eating the ghost cheese, for example. Ironically, this may be the most often heard sound in the game. I suppose this is some variation on ‘nom nom nom’, but something is just *a bit* amiss. Listening later to the WAV file to get it: I think I know! It is just a tad too *fast*, and makes it sound like a wobbling spring to my ears. (Once again: this may be me. XD) This is really nothing serious, just nitpicking for precision’s sake.
19\. Although this is the online version (from ld51.kimrubendavid.com), the mouse still gets stuck when moving diagonally towards walls, despite what the game page says! :o Trying the downloadable version (the ZIP file) to compare if the two are inverted: stuck too. Maybe you need to update the file for the online version, then?
20\. Changing the whole labyrinth so regularly is disorienting — which is the goal, I guess! I wonder if only changing a part of it could be interesting too, for example, only the mouse’s neighbourhood. While still changing bonuses (and enemies?) elsewhere, so that you still get enough? I do not know, this may be a silly idea. X)
21\. A more general note: I like the allusions to *Pac-Man*, but the game and context could get even more reminiscent of it, actually! Which is not a criticism. :) Nevertheless, *in case you want it to be*, I think a key element is how the basic collectibles (here, some other kind of merely scoring cheese) are arranged along *all* paths of the labyrinth (as opposed to only specific places) (and you may *have* to get them all to pass a level, although this could me more complicated given how the labyrinth morphs). On the other hand, the rage transformation does remind me of the Power Pellets (with the enemies turning into (blue? XD) cheese, like the ghosts turn blue). And the (blue) ghost transformation is quite a turnaround. X)
22\. Further rambling: giving the enemies more advanced AI as in *Pac-Man* could be interesting, but it may get more difficult to manage here given the regular random transformation of the labyrinth. I wonder if something would be workable!
23\. Final note: I tend to think that *in general*, games work better when they give a sense of purpose to the player; survival can be an interesting mode or general constraint (after all, there are so-called ‘survival games’!), but having to perform some main task would help give more interest, in my opinion. Actually, my previous suggestion on mimicking *Pac-Man*’s ‘Pac-Dots’ could be a solution (yes, I discovered [this name](https://pacman.fandom.com/wiki/Pac-Dot) writing this review), although you may (and should!) want to come up with another original target of yours. :)
24\. Real final note: taking a look at folder showroom: hey, in show2.png, another setting is shown for a labyrinth, with different colours, and I feel like I can better appreciate the texture (than in the grass)! Which is a nice one. :)
**Takeaway:** a sweet mousy context semi-take on *Pac-Man* (the (literally!) cheesy enemies made me laugh), with its own little twists. I enjoyed the cuteness, and the random generation. My criticism would be that I would have wished for a stronger objective. The randomness interpretation of the theme may be somewhat common (I have to confirm this, but it is my impression), but it was used more originally with the labyrinth generation idea. Also, technically impressive to have gone only through JavaScript (beware navigator-related problems, though!! X) It happens for more games than you would think).
Thanks for the sweet moment. :)
PS: I forgot to talk about the mouse’s appearance when you have both ghost and rage powers simultaneously; I would be good to have some visual indication: for example, a blinker between ghost and rage. I was also not sure whether both music tracks were then played at the same time or not; no easy solution for music.
Wow thanks for this amazing feedback, i really enjoyed to read it! :3
1 & 2 & 3 - i guess i don't have to say that anymore but i'm no native english speaker and struggle with some words :x I'm happy as i am, i feel like people normally get what i want to say - still many thanks to point things out, always helps to improve!
4 - I do literally import not one library :3 I write one html file, fill it with the basic html and css needed, start my JS <script> and that's where the magic happens.
5 & 16 - The sounds are made with audacity, for the music i got recommended beepbox.co a while ago and i really love it for small projects - takes not too long to get into it!
6 - I had issues at the time to get the second version download link shown here so i decided, give the people the smoother gameplay online and keep the true entry as download is my best option x)
10 - You just opened a new world to me - i did not know that there is an other global layout than QWERTY and QWERTZ - well except for those without the latin alphabet. I knew there were keyboards more optimized that do not have typewriter 'ancestors', but i did not know there was a different layout that's 'generally' used.
I guess i'll look into this more in my next project and try to find a way to implement a better tutorial :o
13 - I think you are the first to notice <3
14 - i tried implementing the "press xy to restart" - but to be honest it didn't work on the first try, there where some issues, i was pretty burned out as my week prior to LD was pretty hard and i barely slept during the weekend - so i said screw it, the game is what matters, let the people reload! ... or press F5, which i should have wrote instead, so it would have been a key input xP but i just now thought of that xD
17 - Yeah, animation would have been really good, especially since i'm not new to them so it wouldn't have taken to long to implement animation... i remember it even listed on the first todo list - i think i removed it because i use 8 directional sprites for each character - so mirroring is no option, for each sprite into the animation i would had to make a sprite and turn it manually 8 times to achieve the directional sprites and that would just have been so much time lost in non coding i decided to not do that :x
18 - First one to say that, maybe it is really a "just you" thing :p
19 - I have to look into that, unsure why the live version is not updated...
21 - Well to be honest the game didn't start as a pacman game x) It moved more and more into that direction, at one point after i implemented the rage cheese i noticed how much it resembled pacman and i even made a lab full of cheese to try it out. But it was too much just a randomized pacman game - and it felt... bad. Since my generated labs tend to sometimes still leave a few fully cut parts, it could happen that you couldn't finish for several cycles since you could not reach the last cheese. With that i settled back to survival style with just a few cheeses - which felt really good. But i couldn't get pacman out of my mind - the rage cheese felt too much like it - so i settled for the name \o/
22 - It absolutely is possible, i had a general idea in mind on how to implement a somewhat cool ai. But early in developing it i noticed how hard the game gets as soon as there are a few more enemies in the lab - so i dropped that idea quickly. I consider for my next little project to do something with free movement and collision as i now know how easy it is to implement - and then i will try my ai idea there again to see how to make it good :3
23 - You are right, but as this game is more like a 'get the highscore' survival game - so the sense of purpose is to survive, which might be easy in the beginning but try beating scores around 1000+ x)
To implement the more pacman based purpose i would have to cut down on the survival purpose.
24 - Lab solo looks better - but items and enemies are more visible on the green grass ;D
Thanks again for the amazing feedback, there was a lot i can use to improve <3