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Pac Grid

  • 3d
  • arcade
  • maze
  • pacman
  • mobile
  • endless?
0
Remix it Discord

5 plays

How to play

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

Discussion

Nobody has said anything about Pac Grid yet. Play it, then tell Oleg Sidorkin what you would add next.

Make your own game

Pac Grid was built by Oleg Sidorkin 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 Pac Grid 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 Pac Grid

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 mobile-friendly single-stage arcade maze game titled “Pac Grid,” presented as a top-down 3D Three.js scene with an orthographic camera looking straight down at a compact 15-by-15 tile maze. Use a nearly black navy background (#050816) with subtle fog, a deep navy floor, and chunky royal-blue wall blocks forming the maze corridors. Keep the maze centered and nearly full height of the viewport, with a clean neon arcade look: yellow pellets floating slightly above the floor, cyan glowing power pellets, a bright yellow Pac-Man-like spherical player, and three colorful ghost enemies (red, cyan/blue, and pink). The player should have a small dark eye and an animated chomping/bobbing appearance, and ghosts should bob subtly as they move.

Use this exact maze layout, where # is a wall, . is a normal pellet, o is a power pellet, P is the player spawn, and spaces are traversable corridor tiles:
###############
#o...#...#...o#
#.###.#.#.###.#
#.............#
#.###.###.###.#
#.....#.#.....#
#####.#.#.#####
#.....#.#.....#
#.###.#.#.###.#
#o#.........#o#
#.#.### ###.#.#
#.............#
#.###.#.#.###.#
#P....#.#.....#
###############
Build solid raised blue wall cubes on every # tile and a dark floor slab underneath. Spawn Pac Grid at P in the lower-left corridor, moving initially to the right. Place ghosts initially at the corridor tiles corresponding to row 5 col 7 (red), row 7 col 5 (cyan), and row 7 col 9 (pink). They should navigate corridor centers and cannot pass through walls.

Core loop: Pac Grid continuously travels through the maze, collecting every small yellow normal pellet. Normal pellets are worth 10 points. The four cyan power pellets are worth 50 points and activate a temporary 7.5-second frightened mode on all active ghosts. Frightened ghosts visibly turn blue and move away from the player; colliding with one while frightened awards 200 points, hides/eats that ghost temporarily, then respawns it at its original spawn after about 1.1 seconds. Normal ghosts use simple chase logic, choosing open corridor branches that minimize distance to the player; they move at about 3.2 units/second, while frightened ghosts move slightly faster at about 3.55. On contact with a normal ghost, subtract one life, pause briefly, show a caught message, and reset the player and ghosts to their starting positions. Begin with 3 lives and a roughly 1.8-second spawn shield so the player cannot be immediately caught. When all pellets and power pellets are collected, stop the game, award a 250-point clear bonus, and show a “Stage Clear” message. If all lives are lost, stop and show “Game Over.”

Movement must be grid-aware but smooth between tile centers. The player moves at about 5.6 units/second, queues the next requested direction, and turns when reaching a valid corridor intersection; reversing direction should work immediately. If the player reaches a wall, snap them back to the lane center so a queued turn can register. Implement mobile controls as a full-screen swipe/pointer gesture layer: swiping horizontally or vertically anywhere on the screen chooses left/right/up/down, with a modest threshold, and read direction both during dragging and on release. The restart button must not be interpreted as a swipe; pressing Restart resets score, lives, level, pellets, player, ghosts, and the opening state.

Overlay a translucent rounded HUD panel near the top with three evenly spaced labels: “Score: [number]”, “Lives: [number]”, and “Dots: [number]”. Start with an opening centered message card reading “Pac Grid” and “Eat every dot. Swipe anywhere to turn.” Fade it after a short intro. During play, provide a bottom hint reading “Swipe anywhere on the screen to steer Pac Grid.” and a prominent rounded “Restart” button at bottom right. Use translucent dark blue panels, subtle bluish borders, soft shadows, white/light-blue text, and a yellow title accent. Keep the scene responsive to viewport resizing and safe-area insets. The presentation should feel polished, minimal, and arcade-like, with no extra stages or mechanics beyond this one handcrafted maze.

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