GH4ST by Shaun LeBron
Coordinate the four ghosts, which adhere to the actual AI from the original Pac-Man arcade. Your only power to catch Pac-Man is to choose which ghost is allowed to move per turn.
In this game, you must learn to exploit the deterministic behaviors of your ghosts and Pac-Man in order to catch Pac-Man before he gets his fruit.
THE POST-COMPO VERSION linked below fixes A.I., improves animation, and adds more levels.
In this game, you must learn to exploit the deterministic behaviors of your ghosts and Pac-Man in order to catch Pac-Man before he gets his fruit.
THE POST-COMPO VERSION linked below fixes A.I., improves animation, and adds more levels.
| Play (original) | http://shaunlebron.github.io/ld33-gh4st/ |
| Play (post-compo) | http://shaunlebron.github.io/gh4st/ |
| Source | https://github.com/shaunlebron/gh4st |
| Blog Post | http://ludumdare.com/compo/2015/08/30/pac-man-ghost-a-i-puzzle/ |
| Original URL | https://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=31638 |
Ratings
| Coolness | 60% | 3 |
| Overall | 3.43 | 241 |
| Audio | 2.09 | 636 |
| Fun | 3.36 | 245 |
| Graphics | 3.31 | 351 |
| Humor | 2.66 | 491 |
| Innovation | 4.39 | 5 |
| Mood | 3.13 | 363 |
| Theme | 4.00 | 95 |
I don't often suggest that people expand on LD games out of respect (I personally prefer to leave my products alone after a game jam) but I think it would be really tragic if you didn't further explore this idea and flesh it out into something more complete.
The levels in the post-compo do a good job of exploring the idea further, although I think it would take even more levels before I really felt like I got the hang of it.
A number on ghost would also be great to memorize the control faster.
Sometime a game is unfinished just because we describe it as unfinished. People dont know all the thing you wanted to add to your game. Just package it as finished and most of the time people will think it is.
If you want to make a post-compo versoin, the level of this games would be easier to design if you create a solver which try every combination of ghost move to check if the level can be finished.
Once it's done you just have to add/move/remove ghosts or square to check if a solution exists and how complex it is. I used this method to create my LD25 entry ( http://ludumdare.com/compo/ludum-dare-25/?action=preview&uid=2952 )
I'm wondering if balance and gameplay richness could be improved in a more "tower-defensy" setting, where failure and success comes more progressively, through repeated planning errors vs. efficient defense design.
Too bad you couldn't complete your LD game in time, it is original, well executed and quite fun! :)
Congrats!
Thanks for all your comments
I would totally play a complete game of this :)
You ran out of time but you have a great game to develop!
Mechanics are awesome.
Great job !
Made me giggle, keep up the good work! :)
THIS WAS MADE IN 48 HOURS? Nice!