- Arrow Keys / WASD – Move Cookieman through the maze
- Collect all cookies to complete the level
- Avoid ghosts — if caught, you lose a life!
- Super cookies : Temporarily turn the tables and eat ghosts!
- Scriptables Objects for configurations
- FSM - state machine is used to determine the behavior of ghosts.
- States:
- Scatter
- Chase
- Eaten
- Frightened
- Transitions - define conditions for transition between states
- States:
- Grid - the game is designed as a grid. Movement is also arranged by moving between cells.
- Primitive AI navigation - the algorithm of the original game with searching for the closest cell to the target was copied.
- Implement full game lifecycle: start, pause, game over, restart
- Integrate Zenject for dependency injection and cleaner architecture
- Add UniRX for reactive programming and event handling
- Add sound effects and music
- Support multiple levels
- Mobile controls (touch input)