I Turned PACMAN into a VR HORROR GAME
3M views · May 31, 2023 · Gaming
Comments · 4.9K
@t3hr00tb33r · 3 years ago
What would be cooler is making the dots emit as a light source. The horror element is that you can see the ghosts further away but every dot collected would make the maze darker and darker. Turns progressively from a creepy and foreboding horror to a darker jumpscare type; you need the dots to win but they also provide light.
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@ness6714 · 3 years ago
Clyde's pattern was made to work in a maze in 2D, psyching the player out by camping near Pac Man and potentially block his path. When put into a 3D Maze in first person, yeah it all falls apart.
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@Sacron1143 · 3 years ago
The final bit with Pac-man as the monster made me think of all the spaceship interpretations. Imagine if the dots were interpreted as ceiling lights and the maze gets progressively darker as he destroys them. The power dots being something like a power center or something and everything goes dark when he gets them.
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@starapton5374 · 2 years ago
The Inky close shave line comes from his boss fight where he chucks circle saw blades from his ghost bot at you.
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@Somerandomgibberish · 3 years ago (edited)
It’s always a good year when code bullet uploads
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@Png_gaming · 3 years ago
Pinky is typically referred to as an ambusher since she target’s pacman’s front. (Allowing you to get caged in by two ghosts easily)
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@mortuossaeculi5782 · 3 years ago
honestly a great way to make Clyde noteworthy would have been to give him everyone else's soundfiles chosen randomly
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@Hergotzer · 3 years ago
The weirdest thing I find about this is that turning the classic Pac-Man into a first person horror game is actually a genius idea and if done seriously, it could be an actually horrifying experience. <br><br>Writing this I now also realize that something like that already exists in Dark Deception. But if I remember correctly none of the levels use the varied enemy AIs like Pac-Man so that could be fun.<br><br>Also three ideas for the current version:<br><br>1. As mentioned by someone else in the comments (this isn't my idea, just collecting it here), making Clyde randomly use the sounds of the other ghosts would make him more menacing as he would be scaring the player into thinking there's something actually dangerous around. <br><br>2. Whenever the map is opened, it wouldn't actually show the ghosts but instead there would be a "blip" like a soundwave every second or so wherever the closest ghost is. Now the map would only tell the player the location of the closest ghost but not live, only every second or so, nor would it tell the player the direction or color of the ghost. <br><br>3. Whenever the player "dies", make the camera quickly but not instantly snap at the ghost, giving a final "jumpscare" if the player was running away or if the player didn't have a chance to see the ghost at all, for example if it came around the corner and the player didn't notice.
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@RickachuCXVI · 3 years ago
I love how theres barely an intro, we're just thrust into CB's insane thought process and premise
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@jakekaj3468 · 3 years ago (edited)
That iPhone alarm jump scare gave me genuine anxiety, and I never even flinch at regular horror games
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@tfbuffalo8550 · 3 years ago
Im gonna be real, the minute or two he was frantically running away from a ghost loudly meowing and making weird noises at him was the most primal fight or flight response ive had in a while
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@iflyplanesthrutunnels · 2 years ago
<a href="https://www.youtube.com/watch?v=a7mNUTslJNA&t=712">11:52</a> “you got any games on your phone?”
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