Dijkstra's Ghost
Four hunters. One shared Dijkstra-map system. No per-enemy A*.
Dijkstra's Ghost is a compact ten-maze arcade chase about reading the field beneath the action. Clear every pellet, survive changing hunter patterns, and reveal the navigation overlay whenever you want to see the costs and downhill directions driving each decision.
Four hunters, four field rules
- **Hunter** follows the direct player-centered distance field.
- **Ambusher** aims ahead of your current direction.
- **Weaver** blends field scores to approach from another angle.
- **Drifter** switches between pursuit and scatter pressure.
Press **F**—or use the on-screen **Field** button—to cycle through the live field for each hunter. The overlay shows cell costs, downhill arrows, and the data behind the next move.
Features
- Ten maze stages
- Four distinct field-driven hunter policies
- Chase, scatter, and frightened modes
- Power pellets, score, lives, and local high scores
- Responsive desktop and mobile browser play
- Swipe controls and an on-screen field toggle
- No account required; high scores stay in your browser
Controls
- **Move:** Arrow keys / WASD
- **Start / confirm:** Space / Enter / tap
- **Show or cycle navigation fields:** F / on-screen Field button
- **Pause:** Esc / P
- **Restart run:** R
- **Touch:** Swipe to steer
Built with **Godot 4.7** by **Vav Labs**.
Want the technical breakdown? Read [Dijkstra maps for roguelike AI in Godot](https://vav-labs.com/blog/dijkstra-maps-for-roguelike-ai/).
Official game page and technical FAQ:
https://vav-labs.com/games/dijkstras-ghost/
| Updated | 1 hour ago |
| Published | 5 days ago |
| Status | Released |
| Platforms | HTML5 |
| Author | Vav_Labs |
| Genre | Action |
| Made with | Godot |
| Tags | 2D, Arcade, artificial-intelligence, Godot, maze, maze-chase, pacman, pathfinding, Retro, Singleplayer |
| AI Disclosure | AI Assisted, Code, Graphics |



