PS - Somehow I broke the sound just now so it doesn't play part of the time. Looking into it, but Java MIDI sucks.
"Spoo4k" (pronounced just like spook) is my entry into the 4k competition (well, my unofficial just-for-fun entry because I'm a judge). The game is basically done but any suggestions for improvement would be great. I'll probably change the AWT-shapes to bitmap images at some point, by the way.
The basic idea is that you're a guy in a spooky house which is inhabited by ghosts. All of your friends are also in the house, but they've been paralyzed by the ghosts. Because you've got your full life energy, you're more tempting to the specters. So, your job is to go near the other people to lure the ghost off them, then bring the ghost to the bottom right corner where it will disappear. Careful, though, because the more a ghost touches you, the more life force you lose. If you get down to 0, you collapse just like your friends, and all hope is lost. Fortunately, however, ghosts are afraid of light, and you've got your lantern with you. Hold space to keep it on. While the lantern is on, you've got extra visibility and the ghosts will run away instead of coming close to you. By going back and forth between the lantern, you can keep the ghosts following you but also at a safe distance. Get all the ghosts away to win.
Your life is measured by the red bar, and your lantern batteries by the yellow bar. The green bar represents how many ghosts you've led away. When it gets full you win. If your red bar goes to 0 you lose.
Press <SPACE> to turn on your flash light, <ARROW KEYS> to walk around.
Press <ESCAPE> to quit or <R> to restart.
This game actually went through a very interesting evolution. I wasn't at all sure what I wanted to do for the 4k competition, and finally decided (since I've been playing around with it so often lately anyway) that a velocity/attraction game would be pretty cool. I was thinking some sort of puzzler/action game where a missile gets shot at you and you need to arrange black holes intelligently so that the missiles get flung back at the rocket launcher. So I started coding that, and ended up with a pretty cool little gravity engine that could fling missiles around in a nifty fashion. Then I experimented with repelling fields as well, which were straightforward and would probably be good for the gameplay. Because at that time I was having one gravity well follow the mouse around, I realized that the missiles actually seemed to behave sort of like some sort of critter when I repelled them. So I decided maybe a game where you need to get a bunch of mice out of a maze would be cool, and your mouse would represent either cheese or a cat. But then I realized that I still had the possibility to have more than one "black hole" in the level at one time, so after noticing that the "mice" would sort of attract to the other ones until the stronger black hole got closer, it reminded of ghosts or something floating around a person. And the rest is history, of course.