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Arcade

Gobbler

Devour the maze, outwit four cunning ghosts.

A neon pellet maze: gobble everything up, turn the tables with the power pellets and outwit four ghosts with very distinct personalities.

Players
1 player
Length
5 to 15 min
  • Solo
Play Gobbler

15 days of full access, no account · No download

Gobbler preview

How to play

Goal of the game

Guide Gobbler through the maze and eat every pellet to move on to the next stage. Avoid the four ghosts: a single touch costs you a life. The game ends when you have no lives left.

How it works

  • Pellet: 10 points. Power pellet: 50 points, and the ghosts become vulnerable for a few seconds.
  • Vulnerable ghosts: 200, 400, 800, then 1,600 points in a chain.
  • Fruit appears below the ghost house: 100 to 5,000 points.
  • Extra life at 10,000 and at 50,000 points.
  • The side tunnels make you reappear on the other side; ghosts slow down in them.
  • Four original mazes follow one another, faster and faster.

Controls

  • Arrow keys or WASD; on mobile, swipe the screen or use the directional pad.
  • Your next turn is remembered: call it before the junction and Gobbler will turn at the right moment.
  • P or Esc: pause (automatic if you switch tabs).

The ghosts

  • Ember (direct chase): always aims for your square.
  • Lynx (ambush): aims four squares ahead of you to cut you off.
  • Sentinel (patrol): makes the rounds of the maze and charges as soon as you enter its range.
  • Sprite (random wander): roams at random and runs away when you get close.
Tip: lure the ghosts close to a power pellet before eating it, then turn around and devour them in a chain.

About the AI

Each ghost picks its direction at every junction by aiming for a target square specific to its personality, never turning back except at a phase change. Scatter phases (each ghost heads back to its corner) and chase phases alternate; vulnerable ghosts wander at random and eaten ghosts return home by the shortest path. At low speeds, ghosts deliberately make steering mistakes; at the Hellish level, they never go wrong and move faster than you.

Speed

  1. RelaxedSlow, absent-minded ghosts and generous power pellets.
  2. NormalThe classic pace: attentive ghosts.
  3. FastQuick, coordinated ghosts; Ember speeds up late in the stage.
  4. IntenseGhosts almost as fast as you, little respite.
  5. InfernalGhosts faster than you, with no mistakes at all, and flash power pellets.

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