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Maze Muncher

  • 2d
  • arcade
  • maze
  • pacman-like
  • endless
  • browser
0
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7 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. baldyman1 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Maze Muncher yet. Play it, then tell baldyman1 what you would add next.

Make your own game

Maze Muncher was built by baldyman1 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 Muncher 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 Muncher

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 responsive browser arcade game titled “Maze Muncher.” Use a square, centered play stage (up to about 560px wide) with a dark navy/black background, rounded border, subtle shadow, and a compact header above it. The header should show the yellow brand text “MAZE MUNCHER” on the left and three dark rounded stat badges on the right: SCORE, LIVES, and LEVEL, starting at 0, 3, and 1. Below the stage, show the instructional legend: “Eat every dot. Grab a cyan orb to scare the chasers, pink bolt for speed, and gold fruit for bonus points.” On touch devices, show a four-button directional pad beneath the stage; on keyboard/desktop, use Arrow keys or WASD. P toggles pause, displaying a translucent overlay card saying “Paused” and “Press P to resume.”

The actual game is a fixed 19-column by 17-row top-down maze rendered to a canvas that scales to the square stage. Build the maze from this exact layout, where # is a wall, . is a normal pellet, o is a large cyan power pellet, and spaces/other cells are open floor:
###################
#........#........#
#.###.##.#.##.###.#
#o#...#...#...#.#o#
#.#.#.#.#####.#.#.#
#...#.#...#...#...#
###.#.###.#.###.#.#
#...#.....#.....#.#
#.#####.###.#####.#
#.................#
#.#####.###.#####.#
#.#...#.....#...#.#
#.#.#.#.###.#.#.#.#
#o..#...#...#...#o#
#.###.##.#.##.###.#
#........#........#
###################

Render walls as dark blue filled square blocks with inset-looking blue outlines, on an almost-black navy floor. Render ordinary pellets as tiny pale dots centered in their cells and the four o cells as larger cyan dots. The player starts in the center at grid coordinate (9,9), represented as a bright yellow circular chomper with a triangular animated mouth opening and closing, facing the current movement direction. Movement is continuous grid-based movement with turning queued until the next valid cell; walls stop movement. Horizontal wraparound is supported at the left/right edges. The player has a normal speed around 5.7 grid cells per second.

Place three enemy chasers (ghost-like colorful figures) at starts (1,1), (17,1), and (9,15), colored coral/pink, orange, and lavender. Draw each as a rounded ghost body with a scalloped lower edge and small white eyes. They move through open maze corridors at about 2.8 cells per second and choose valid directions at intersections to pursue the player, avoiding immediate reversal when possible. When a cyan power pellet is collected, award 50 points and make every ghost frightened for 7 seconds; frightened ghosts turn blue and move more slowly (about 2.25 cells per second) while choosing directions away from the player. Colliding with a frightened ghost awards 200 points and returns that ghost to its home position. Colliding with a normal ghost costs one life, unless the player is temporarily invulnerable; after losing a life, reset the actors and give the player about 2.5 seconds of invulnerability. Start with 3 lives. When lives reach zero, stop the game and show a dark translucent overlay with a rounded panel reading “Game over” and “Press Enter to try again.” Enter resets score, lives, and level and starts over.

Populate additional collectible items: a rotating cyan four-point orb at (the power-pellet locations), a rotating pink four-point speed bolt at (9,1), and gold circular fruit/bonus items at (1,1) and (17,15). The speed item awards 30 points and gives the player a 7-second 1.35x movement boost. Each gold bonus awards 100 points. Normal pellets award 10 points each and disappear when collected. Once all normal and power pellets are gone, award 500 points, stop the game, increment the level, and show a centered overlay panel reading “Maze cleared!” and “Press Enter for another level.” Pressing Enter should begin the next level with the same maze and collectibles, reset actors, and preserve the score while the displayed level advances.

Use a polished minimal neon arcade aesthetic: #050812 floor, #101c42 walls with #243b88 outlines, bright pale pellets, yellow player, cyan/pink/gold collectibles, and coral/orange/lavender enemies. Overlays should use a dark navy rounded card with a blue border, white large title, and muted blue-gray subtitle. Include simple synthesized arcade sound effects for pellets, powerups, speed, bonus, ghost capture, player hit, victory, and game over, initialized after keyboard or pointer interaction. The game should continuously animate the chomper mouth and rotating collectibles, update SCORE/LIVES/LEVEL in real time, and resize cleanly with the browser while preserving the square maze.

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