- Arcade
Pac-Man
Eat tasks. Fix bugs. Ship before the deadline
DATAWORM
// NEW PROJECT INITIALIZED / SPRINT 1
> MAZE: 28x31 CODEBASE SECTORS
> OBJECTIVE: SHIP ALL TASKS
> DEADLINE: 3:00 (SPRINT TIMER ACTIVE)
> BUGS: 4 (STACKOVERFLOW / 404 / UNDEFINED / SINGLETON)
> DEBUGGER: BREAKPOINTS AVAILABLE
PRESS [ENTER] TO INITIATE
- Difficulty
- intermediate
- Grid
- 28 × 31
- Engine
- PixiJS
- TypeScript 68%
- Svelte 20%
- CSS 12%
About
Why I built this
Pac-Man is one of those games where the simplicity is deceptive. I thought it'd take a weekend — it took two weeks. The maze layout, ghost personalities, scatter/chase cycles, tunnel slowdowns, power pellet timing — every detail matters. I re-themed it as a developer shipping tasks while avoiding bugs (STACKOVERFLOW, 404, UNDEFINED, SINGLETON), which turned out to be a surprisingly accurate metaphor for real sprints.
Highlights
Tech Stack
Dev Notes
Each ghost has a unique personality: STACKOVERFLOW chases directly (BFS), 404 targets ahead of you, UNDEFINED mirrors your position, and SINGLETON roams freely.
BFS pathfinding existed in the codebase from day one but was never wired up — ghosts used Manhattan-distance greedy search until a recent refactor.
The dot-triggered release system replaced a percentage-based threshold that kept 3 of 4 ghosts in the pen for most of the game.