US-7.01
3D-Effect Neon Maze Walls
As a player, I want the maze walls to have a 3D beveled neon glow effect (like the arcade cabinet) so the playfield looks polished and premium. Acceptance: walls render with inner/outer edge highlights, glow bloom shader, and depth illusion.
MUST
Done
US-7.02
High-Resolution Character Sprites
As a player, I want Pac-Man and ghosts to have smooth, high-resolution sprites (128px+) with anti-aliased edges matching the arcade's crisp character rendering. Acceptance: each character has idle, moving, frightened, and dead sprite sets at 128px minimum.
MUST
Done
US-7.03
Arcade-Style HUD Chrome
As a player, I want the HUD to feature arcade-cabinet-style score displays with pixel fonts, neon outlines, and animated score counters that roll up on change, matching the arcade aesthetic.
MUST
Done
US-7.04
Attract Mode / Demo Screen
As a visitor, I want an attract mode that plays automatically before anyone joins — showing AI-controlled Pac-Men playing the game with "INSERT COIN" style prompts, just like the real arcade cabinet.
SHOULD
Done
US-7.05
Cabinet-Style Border Chrome
As a player, I want a decorative border around the play area that mimics the physical arcade cabinet's marquee and control panel art, giving the WebGL version a "virtual cabinet" feel.
SHOULD
Done
US-7.06
Enhanced Ghost Animations
As a player, I want ghosts to have animated eye tracking (eyes follow nearest Pac-Man), body wobble/bob while moving, and a "poof" disappear effect when eaten — matching the arcade's fluid ghost animations.
MUST
Done
US-7.07
Particle System Overhaul
As a player, I want pellet collection to produce bright spark showers, power pellets to create screen-wide pulse waves, and ghost eating to produce dramatic explosion effects with lingering particles.
SHOULD
Done
US-7.08
Dynamic Maze Colour Cycling
As a player, I want the maze walls to gradually cycle through different neon colours as the match progresses (blue / purple / pink / red as speed increases), creating visual urgency like the arcade version.
SHOULD
Done
US-7.09
Victory Celebration Animation
As a winner, I want a dramatic victory sequence: winner's Pac-Man grows large and does a victory dance, firework particles explode across the screen, and a "CHAMPION!" banner slams in with the celebration fanfare.
MUST
Done
US-7.10
Smooth Power-Up Transition Effects
As a player, I want the transition into powered state to feel impactful: screen flash, Pac-Man grows slightly with a glow aura, and the maze briefly pulses — more dramatic than the current implementation, matching the arcade's "supercharged" feel.
COULD
Done
US-7.11
Unique Power-Up Types
As a player, I want new power-up types beyond the classic power pellet (speed boost, ghost freeze, score multiplier) that the arcade CHOMPIONSHIP edition introduced, adding strategic depth to matches.
COULD
Done
US-7.12
Animated Game Logo & Splash
As a player, I want an animated PAC-MAN Royale logo on the title screen that assembles piece-by-piece with neon glow trails, matching the energy and polish of the arcade cabinet's marquee display.
COULD
Done
US-7.13
Power Pellet Visual Overhaul — Larger & Throbbing
As a player, I want power pellets to be noticeably larger than regular pellets (2–3× diameter) with a pulsating throb animation — a smooth scale oscillation combined with a bright glow aura that intensifies and fades rhythmically. The throb should convey "eat me for a power-up" at a glance, making power pellets impossible to miss even in a frantic 4-player match. Acceptance: power pellets render at ≥2× base pellet size, throb cycle 0.6–1.0s, glow radius pulses in sync, clearly distinguishable from normal pellets at all zoom levels.
MUST
Done
US-7.14
Speed Boost Pellet — Winged Sneaker Icon
As a player, I want speed boost pellets to have a unique, eye-catching procedurally-generated icon — a stylised winged sneaker (a shoe silhouette with small feathered wings extending from the heel) rendered in electric-blue with a white speed-streak trail. The icon should bob gently and emit a faint particle sparkle trail so it reads instantly as "speed power-up." The design should be distinct from power pellets and regular pellets, making its purpose obvious without a tutorial. Acceptance: procedural sprite generated at runtime (no external assets), clearly reads as a winged shoe at 64–128px, animated bob + sparkle, colour palette distinct from power pellets.
MUST
Done
US-7.15
Online Lobby Screen Overhaul — Hype & Clarity
As a player entering the online lobby, I want an exciting, polished UI that immediately tells me I'm about to enter a high-stakes PAC-MAN BATTLE. The current lobby has overlapping text boxes, no field labels, and a flat, lifeless layout. The redesign must: (1) Fix all overlapping/misaligned input fields — player name and server address inputs must be clearly separated with distinct placeholder labels (e.g. “ENTER YOUR NAME”, “SERVER ADDRESS”). (2) Add a bold, arcade-style lobby header with animated glow or neon treatment (e.g. “BATTLE LOBBY” or “ENTER THE ARENA”). (3) Add hype elements: pulsing background, animated Pac-Man or ghost silhouettes, dramatic colour palette (dark bg with neon accents). (4) HOST and JOIN buttons should be large, satisfying, and clearly convey their purpose with hover/press feedback. (5) Connection status should be prominent and colour-coded (red = disconnected, green = connected). (6) Overall feel: arcade cabinet attract-mode energy — the player should feel the adrenaline before the game even starts. Acceptance: no overlapping UI elements, all fields labelled, lobby reads as exciting/high-stakes, passes visual QA on 1080p and 720p, HOST/JOIN buttons have hover + press states.
MUST
Done
US-7.16
Full Menu Suite Visual Overhaul — Neon Arcade Theme
As a player, I want every screen — from the initial loading splash through the main menu, game mode selection, and local lobby — to share a cohesive neon arcade aesthetic matching the M7 visual overhaul, so the entire journey from first load to first move feels premium and on-theme.
(1) Loading / splash screen — Animated PAC-MAN BATTLE ROYALE logo assembles with neon glow trails; progress bar styled as a pellet trail eaten by Pac-Man; animated maze silhouette with wandering ghost and Pac-Man silhouettes in the background.
(2) Main menu — Dark background (#0a0a0f) with dynamic neon grid or animated maze silhouette; oversized branded header with pulsing glow; PLAY LOCAL and PLAY ONLINE rendered as arcade-button cards with distinct hover (scale + brightness) and press (sink + flash) animations; version and status-page link present but not dominant.
(3) Mode selection / local lobby — Player-slot cards tinted in canonical slot colours (P1 yellow, P2 cyan, P3 pink, P4 orange) with join animations; countdown as an oversized neon digit with punch-scale keyframe; ambient ghost and Pac-Man silhouettes wander behind the UI.
(4) Unified design system — Arcade/pixel typeface, dark neon palette, consistent glow/bloom on all interactive elements, animated ambient background on every screen. No screen resembles a Unity default layout.
(5) Screen transitions — Brief animated wipe (neon chomp or black flash) on all scene changes; no bare instant cuts.
(6) Visual QA — Zero overflow, clipping, or z-fighting at 1920×1080 and 1280×720; all text legible at both resolutions.
MUST
Done