PacPac is pac-man imported from a parallel universe. It's open source, and I'd be happy to receive contributions for new levels. Existing levels are easy to edit with basically no programming knowledge.
I have a list of ideas for new levels in the readme. Here are some of them:
A level where the walls are not drawn, but must be implied through the dot positions and
where the ghosts travel. I played this by accident a couple times, and it's challenging
and fun.
New ghost AI's in different colors.
A gun that can shoot ghosts.
A level with keys that can open doors. Doors are basically walls that you can erase
with a key.
A level with portal-like mechanics. Maybe a warp door that changes connected doors,
or a warp gun. (This sounds a little scary to have to debug.)
A level where the hero and ghosts switch roles. By default, the ghosts are weak - i.e., flashing
white/blue and can be eaten. The ghosts eat dots, and if they eat a superdot, then the hero
becomes vulnerable - i.e., the ghosts appear non-flashing temporarily. However, the ghosts no
longer reincarnate, and it is the hero's goal to eat all of them.
Roland_Yonaba wrote:That is neat.
In case you're looking for ways to improve (in terms of ghosts AI) this article would help, tremendously.
Thanks! I actually used that exact article to build the ghost AI's in PacPac. They are not mathematically identical because PacPac uses a simplified grid system, but the behaviors are extremely similar, including constantly updated ghost target points that are very similar to those in the original game, along with scattering / pursuing waves.
Username wrote:I noticed that ghosts that can be eaten do not flee from player.
That's true. Frightened ghosts in the original game also turn randomly (well, pseudorandomly) at intersections. Search for the word "pseudorandomly" on this page to see what Chad Birch says about it.