SURGE
Pac-Man with a memory. Every tile you cross stays electrified for three seconds — your route is your weapon.
Objective
Sweep every charge cell out of the circuit-board maze while four daemons hunt you. Wherever you walk, the floor stays hot for 3s; a daemon that crosses a live trail tile gets fried, dropping back to its spawn as eyes. Clear all cells to advance the level. Lose all 3 lives and the run ends.
Controls
| Input | Action |
|---|---|
| ← ↑ ↓ → | Move (also W A S D) |
| Swipe | On touch, swipe any direction; one drag can chain turns |
| Tap / Space | Start, advance "READY", move to next level |
| P | Pause / resume |
How it works
- Charge cells — the small cyan dots. Worth
+10each. The maze is clear when none remain. - The trail — every tile you step on glows white-hot, then cools to cyan, and fades over
180frames (3s). Daemons that arrive on a live tile are fried instantly — but only when they're in normal active state. Fleeing daemons and eyes are immune. - Daemon archetypes — four hunters cycle through the spawner. Scanner (orange) BFS-paths straight at you. Predictor (red) aims
4tiles ahead of your current heading. Patroller (purple) walks a perimeter loop. Walker (green) picks random directions at junctions. - Capacitors — the four large yellow nodes in the corners. Worth
+50, and they invert polarity for8s: every active daemon turns blue, flees, and can be eaten on contact. - Eyes return home — a fried or eaten daemon becomes eyes, sprints back to the spawn house at
0.22tiles/frame, then re-enters play after a short cooldown. You cannot kill eyes. - Tunnels & speed — the side gaps wrap around the board. You move at
0.12tiles/frame; daemons start around0.076and gain+1.5%per level, capped at90%of your speed so you always have an out. - Level clear — clearing the maze pays
1000 × (level + 1)and loads the next layout.
Scoring
- Charge cell:
+10. - Capacitor:
+50plus the8spolarity window. - Fry by trail:
200,400,800,1600as the streak climbs. The streak resets on death or when you finish the maze. - Eat while polarity is inverted: same ladder —
200,400,800,1600— but it resets at the start of each capacitor window. - Capacitor sweep: eat all
4daemons inside a single polarity window for a+5000bonus. - Level clear bonus:
1000 × (level + 1)— level 1 pays1000, level 5 pays5000.
Strategy
- Loop, don't backtrack. A daemon that turns to chase you walks into your fresh trail. Tight rectangular loops around a pursuer fry it in a tile or two; long straight runs let it cool off before you double back.
- Bait the scanner first. The orange BFS daemon is the most predictable — it commits to the shortest path. Lead it onto a corner you just left, and the trail does the work. The walker is the least worth chasing; let it wander.
- Save capacitors for crowds. A capacitor with one daemon nearby is
+200; one with all four in range is+1600 + +5000 = +6600. If you can pull pursuers together before grabbing it, the sweep bonus is the biggest single score in the game. - Watch the polarity timer. Daemons blink white in the last
~1.5sof the8swindow. If you're committing to a fourth eat for the sweep and they're already flashing, you won't reach them in time — bail and farm trail-kills instead. - Use the tunnel as a reset. Wrapping around the side gap drops you out far from your last trail. It's a clean escape when daemons cluster, and it lets the patroller wander off your route.
- Late levels reward circles. By the time daemons hit the
90%speed cap, head-on escape is borderline. Plan a route that has a live trail in front of you and a fresh one being laid behind — you're effectively a moving wall. - The predictor punishes straight lines. The red one aims
4tiles ahead. Change direction at intersections to make its lead-target overshoot into an empty corridor.