My only complaint is with the way that trees block the view. How much health does a monster have? Is there another monster attacking me from behind? Is my pet blocked by an item. Perhaps you could make the trees partially transparent when you pass behind.
This is a good balance between quick and challenging to burn off a little stress. If it was perfectly clear which pixels could be reached, it wouldn't be much of a puzzle, would it? There is a small, yet sufficient margin of error on even the hard jumps. If you couldn't reach a pixel or make a jump on the 1st or 2nd attempt, you probably aren't meant to go there yet.
I have no idea what was going on, yet I kept pressing the button in hopes that I would win...I could see thousands of smokey casino-goers playing this game.
High guard density = waiting game = no intensity. If the player's view was limited to line-of-sight, you could have the same difficulty and more tension with less guards.
The most obvious thing that needs fixing is the ghost AI. The ghost should go straight until it reaches an intersection. Its movement shouldn't depend on pacman unless he is in line of sight (and then, only at intersections) or when he eats a power pellet (the only time a ghost reverses direction).
I like the improved tiles and the lower display. It is abundantly clear what each unit is and what it can do. I am less happy with the right display: a lot of space is wasted, cash is not displayed, and the map misses data due to the rounded corners and recentering.
That's tough luck with the replicant RepliCat upload. Perhaps this game could be paired up with Chronotron for a loot challenge next time a time travel movie comes out.
Most of the game is fun, but there really needs to be a warning about earning a level 21 stat: it makes the remaining game a monotonous walk in the park.