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Andrei Solovev
ARCADE
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Games/ Pacman
Arcade · Playable

Pac-Man

Eat tasks. Fix bugs. Ship before the deadline

Playable
28 × 31 Grid
intermediate Difficulty
PixiJS Engine
Pac-Man

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

Esc to exit · Enter to start

How to Play

Eat all tasks (dots) before the sprint timer runs out. Avoid the four bugs (ghosts) — each uses distinct BFS pathfinding. Power pellets reverse the chase.

Controls

// KEYBOARD
←↑↓→
Move
WASD
Move (alt)
Enter
Start / Restart
Esc
Pause / Exit fullscreen
// MOUSE
Click
Steer toward click (dominant axis)
Specs
Difficulty
intermediate
Grid
28 × 31
Engine
PixiJS
Topics
gamearcadepacmanmazebfspixijs
Languages
  • 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

4 Ghost Personalities BFS pathfinding with unique targeting per ghost
Sprint Timer 3-minute deadline — ship all tasks before time runs out
Power Pellets Debugger mode — chase and eat bugs for bonus points
Dot-Based Release Ghosts leave the pen at 5, 15, and 30 dots eaten
Scatter/Chase Cycles Ghosts alternate between roaming and targeting you

Tech Stack

ghost-ai.ts
phase.ts
maze.ts
engine-input

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.

shredbx logo shredbx shredbx shredbx shredbx Andrei Solovev

Solution Architect & Lead Software Engineer

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