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Maze Munch

  • 3d
  • arcade
  • maze
  • pac-man-like
  • top-down
  • co-op-style
  • endless-progression
0
Remix it Discord

22 plays ·added June 29, 2026

About Maze Munch

It’s pac man but better

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Maura McVey built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Maze Munch yet. Play it, then tell Maura McVey what you would add next.

Make your own game

Maze Munch was built by Maura McVey with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Maze Munch opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Maze Munch

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Recreate “Maze Munch” as a browser-playable top-down 3D maze chase game, using an orthographic camera looking straight down at a square-grid maze. The visual style is dark arcade/neon: nearly black navy background and floor, fog, raised chunky blue maze walls with a subtle glow and shadows, small glowing gold pellets, larger glowing pale-yellow power pellets, and bright emissive portal rings. Use a clean rounded Fredoka-like UI with translucent dark pill HUD panels, yellow highlights, and an overlay character-selection menu.

At launch, show a full-screen character-select panel titled “Maze Munch” in large yellow text, subtitle “Pick a side, pick a skin, then clear the maze — or haunt it.” Let the player choose either “Be Pac” or “Be a Ghost,” then choose a Pac skin and a ghost skin, and press an orange/yellow “Start Maze” button. Show six Pac choices: Classic (yellow circular Pac shape), Mint (green), Bubble (pink), Frost (cyan), Elemental (yellow Pac with orbiting fire/water/nature orbs and a ring), and Evil (dark red-glowing Pac with red horns). Show five ghost choices: Ruby, Cyan, Orange, Violet, and Fruit; ghosts are rounded, short 3D figures with white eyes, while Fruit has strawberry-like seeds, a stem, and leaf decoration. Selected buttons have a bright yellow outline. On desktop hide the on-screen D-pad; on mobile show a four-button arrow D-pad at bottom-left.

Build several fixed 19-column by 19-row tile mazes. The initial “Blue Maze” has bright electric-blue raised walls and a deep navy floor; also include “Lime Labyrinth” with green walls/dark green floor and “Ruby Ruins” with pink-red walls/dark red floor. Each maze is represented by corridors and solid perimeter/interior walls, with pellets throughout the open corridors and four power pellets. The camera should show the whole maze from above with mild fog, lighting, and soft shadows. Place two animated glowing portals in the maze, one purple and one cyan, which transport the player to the next normal maze. After three normal portal jumps, unlock a gold center portal; it leads to two additional secret maps, “Moon Vault” (lavender walls) and “Glitch Garden” (yellow walls), cycling between them and the normal maps. Portals are rotating torus rings with glowing circular cores and point lights; the secret portal is larger and has a floating crown-like gem.

Core controls: Arrow keys or WASD steer the player on the grid, with buffered turns at corridor intersections. On mobile, the D-pad performs the same movement. The player character moves continuously through open cells while AI opponents choose paths toward targets, with occasional random choices. The top HUD always shows “Score [number]”, a status message/map and pellet count, and a mode label (“Pac mode” or “Ghost mode”). A bottom-right “Menu” button returns to character select. Show contextual special-power buttons near the bottom-right when applicable, and a hint such as “Arrow keys / WASD. Space/Power uses special skins; Q/Cycle changes Elemental Pac.”

Pac mode: spawn the chosen Pac at the lower central area and spawn three AI ghosts near the center. Eat ordinary pellets for 10 points and power pellets for 50 points; play a pickup sound on collection. Eating a power pellet starts about seven seconds of frightened mode: ghosts become blue, slow down, and flee. During frightened mode, touching a ghost gives 200 points, plays a bright burst/death animation, and respawns that ghost at its spawn point. Without power, touching a ghost does not end the run: subtract 50 points, animate the ghost popping, and respawn it, so play continues. Clearing all pellets wins with a “Maze cleared!” message. If the chosen Pac skin is Evil, Space or the Power button fires a forward red laser up to roughly ten cells: it collects pellets in its path, damages/kills ghosts, can destroy up to two maze walls, awards points for those interactions, and briefly shows a red beam. If the chosen Pac is Elemental, Q/Cycle switches between Fire, Water, and Nature and Space/Power casts the selected ability: Fire burns a nearby ghost; Water creates a temporary cyan shield that bounces ghosts; Nature collects nearby pellets and temporarily slows ghosts. Put cooldown text on the power button and show brief status messages for these effects.

Ghost mode: spawn the player as the selected ghost near the upper central area, with an AI Pac in the lower central area and two additional AI ghosts. The AI Pac travels toward remaining pellets and eats them; power pellets frighten ghosts in this mode too. The player ghost wins by touching Pac while Pac is not powered up, awarding points and showing “You caught Pac!” If Pac is powered up, the player ghost is repelled/respawned instead. Ghost mode includes four collectible pickups placed in the maze: two golden hammers and two purple rift pickups. Collecting a hammer grants two hammer charges; using the Power button/Space places a raised wall in the adjacent open cell, consuming a charge and possibly removing a pellet there. Collecting a rift grants one rift charge; using Cycle/Q places an animated pulsing purple rift trap on the player’s current cell. When AI Pac enters a rift, show expanding purple rings, award points, remove the trap, and warp Pac back to its spawn. Ghost power buttons should display current Hammer and Rift counts. If Pac eats all pellets first, Ghost mode loses with “Pac cleared the maze!”

Give every actor a small hovering/bobbing motion and rotate actors to face their current direction. Pac should be a flat wedge/circle-like 3D mesh with an open mouth, a small eye, and any selected decorative skin elements. Ghosts should be made from a rounded dome and cylindrical skirt with expressive eyes. Add glowing bursts, rings, sparks, beam effects, portal animation, shield ring, and rift animation, but keep the game readable from the overhead view. Use score/status feedback for portal transitions, frightened timers, power cooldowns, pickups, collisions, wins, and losses. Include the initial menu state, responsive full-screen canvas, keyboard controls, touch controls, restart-to-menu behavior, and continuous playable game loop exactly around this arcade maze-chase objective.

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