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Maze Munch

  • 3d
  • arcade
  • maze
  • chase
  • pacman-like
  • neon
  • single-player
  • multiplayer
  • touch-controls
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Braxton young 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 Braxton young what you would add next.

Make your own game

Maze Munch was built by Braxton young 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.

Create a playable 2.5D arcade maze-chase game titled “Maze Munch,” using a fixed overhead orthographic camera with a slight angled perspective. The scene should be a dark neon arcade space: near-black purple background and fog, a glossy deep-purple floor with a subtle square grid, cool white/cyan lighting, blue-violet rounded wall blocks with alternating blue, cyan, and purple coloring and a soft glow, and a faint magenta diamond-shaped frame around the maze. Use original or freely usable 3D asset-pack-style models where appropriate: rounded cube maze walls, small rotating gold coin pellets, a glossy round yellow player character, and stylized ghost enemies. Keep the whole maze visible on screen and make the camera remain fixed rather than following the player.

Build the maze as a 21-column by 21-row grid using this exact layout, where # is a solid wall, . is a normal pellet cell, o is a power-pellet cell, P is the player spawn, and spaces are open corridor cells without pellets:
#####################
#.........#.........#
#.###.###.#.###.###.#
#o###.###.#.###.###o#
#...................#
#.###.#.#####.#.###.#
#.....#...#...#.....#
#####.### # ###.#####
    #.#       #.#    
#####.# ## ## #.#####
     .  #   #  .     
#####.# ##### #.#####
    #.#       #.#    
#####.# ##### #.#####
#.........#.........#
#.###.###.#.###.###.#
#o..#.....P.....#..o#
###.#.#.#####.#.#.###
#.....#...#...#.....#
#.#######.#.#######.#
#####################
Walls block movement; all other cells are corridors. Place small gold coin pellets on every . cell and larger glowing cyan-white orb power pellets with a gold ring on the four o cells. Pellets rotate, and power pellets pulse slightly.

The player is a round yellow ball at row 16, column 10, with a dark triangular mouth wedge that visibly chomps/opens and closes as it moves. Move one grid corridor at a time with queued directions, using Arrow keys or WASD; support the same controls through a four-button on-screen D-pad on touch devices. The player moves continuously along the current direction and turns at corridor centers when the queued direction is legal. Face the player in the movement direction. Collect pellets by contact: normal pellets add 10 points for the human player, while power pellets add 50 points and activate frightened mode for 8 seconds. Clearing every pellet wins the run.

Include exactly seven patrolling/chasing ghost enemies, spawned at these maze cells: (8,8), (8,10), (8,12), (10,7), (10,13), (12,8), and (12,12). Give them individually distinct colors: red-pink, cyan, orange, pink, lime green, lavender, and white. They should be animated stylized ghost models and move through legal corridors, generally choosing directions that approach the player while avoiding immediate reversals; during frightened mode they should prefer directions away from the player, move more slowly, and visibly change to a blue color with brighter blue emissive shading. When the player touches a frightened ghost, award 200 points, burst it into particles, hide it for 3 seconds, then respawn it at its original starting cell. When a normal ghost touches the player, remove one life, flash/burst at the collision point, reset actors to their spawn positions, and briefly grant player invulnerability with blinking visuals. Start single-player with 3 lives. The run ends when lives reach zero and should show a game-over menu with the final score.

Provide an optional multiplayer mode labeled “MULTIPLAYER: ME + 2 BOTS.” In this mode start with 4 lives and add two friendly round teammates, one cyan and one pink, with glowing team rings, spawned at row 18 columns 5 and 15. They autonomously navigate toward the nearest remaining pellet while preferring to avoid nearby non-frightened ghosts. Bots collect normal pellets for 5 points and power pellets for 35 points, can defeat frightened ghosts for 150 points, and respawn at their own spawn point after being tagged by a normal ghost for 2.5 seconds. Their collected pellets count toward the same shared win condition. Hide the bots in single-player mode.

Create a persistent HUD over the canvas in a pixel-arcade font, with glowing white text showing SCORE, PELLETS remaining, and LIVES across the top, plus a cyan-outlined RESTART button at upper right. Include a centered neon menu panel at startup with the title “MAZE MUNCH,” buttons for “SINGLE PLAYER” and “MULTIPLAYER: ME + 2 BOTS,” and a small instruction line explaining keyboard/D-pad movement and the S/M shortcuts. Restart should reset the selected mode, score, lives, pellets, frightened timer, player, bots, and ghosts. After winning, show a centered “YOU CLEARED THE MAZE!” menu with the score and mode-selection buttons; after losing, show “GAME OVER” with the final score and mode-selection buttons. Keyboard shortcuts: Enter, Space, or S starts single-player from the menu, and M starts bot multiplayer. A movement key can restart after game over. On mobile, show the translucent neon D-pad at bottom-left; on desktop it may be hidden. Add subtle arcade sound effects for pellet collection, power pellets, ghost defeats, collisions, and winning, plus brief colorful particle bursts for power-pellet pickup, defeats, respawns, and losing a life. Do not add unrelated gameplay systems or extra enemy types.

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