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Pacman game in GO made by Claude Pro with Opus 4.6 and superpowers

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Go Pac-Man

A classic Pac-Man clone built in Go using Ebitengine. All sprites, sounds, and fonts are generated programmatically — no external assets required.

screenshot.png

Implementation notes

Game was made for testing obra/superpowers in Claude Code. Except for input and slight guiding during the brainstorming part of superpowers, I left all planning and execution up to Claude (just accepting any suggestions).

I'm on the small Pro-plan and quickly ran out of tokens and reached my quota and limits. After brainstorm, planning and implementing 2 of 14 steps I had to wait 5 hours for quota reset.

After implementing step 13 of 14 I hit a new limit and I had to wait 2 days to continue (sic).

So the project took two days to complete on Pro-plan, but the actual time spent with the agent was probably around 1 hour.

How to Run

go run main.go

Press Space to start. Use arrow keys or WASD to move Pac-Man.

Gameplay

  • Eat all dots to clear the level
  • Power pellets turn ghosts blue — eat them for bonus points (200, 400, 800, 1600)
  • Ghosts cycle between scatter and chase modes
  • Difficulty increases each level (faster ghosts, shorter frightened duration)
  • Extra life awarded at 10,000 points

Documentation

Development Summary

14 features implemented across 17 commits:

  • Maze rendering, Pac-Man movement, ghost AI, collision system, sound effects, HUD, game state machine, difficulty scaling, tunnel wrapping, death animation, blinking pellets, extra life

3 bugs fixed during playtesting:

  1. Ghosts re-entering ghost house through the door (blocked ghost door/house tiles for active ghosts)
  2. Ghosts stuck in place due to float64 tile center oscillation (added lastDecisionTile tracking)
  3. PacMan not responding to input when stopped (allow re-processing tile center when Dir == DirNone)

27 tests passing, all programmatic (no external assets).

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Pacman game in GO made by Claude Pro with Opus 4.6 and superpowers

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