Ball-O-Gremlin
# Ball-O-Gremlin Dev Update — Big Boss Mode Overhaul, Classic Mode, and Air Hockey Madness
It has been about 7 days since the last dev update, and a lot has changed under the hood of **Ball-O-Gremlin**.
This update became way bigger than a normal patch. The game is starting to shift from “just a Pac-Man-style arcade game” into a bigger arcade boss progression system, where every world can have its own gameplay style, its own boss, and its own little gremlin-flavored nightmare.
## The Big Game Structure Has Changed
Originally, the plan was more simple:
Pac-Man-style level → harder Pac-Man-style level → harder Pac-Man-style level forever.
That version still exists now, but it has become its own mode called:
## Classic Style
Classic Style is the endless high-score mode.
In this mode, there are no boss fights. You just keep playing the maze game, clearing levels, surviving longer, and chasing the highest score you can while the gremlins keep getting meaner.
This is for players who want the pure old-school arcade loop.
## Main Mode Is Now Boss Progression
The main game is now being rebuilt around a bigger arcade structure:
You play a set of Pac-Man-style levels, then fight a boss gremlin.
After that, the game will move into the next world/loading screen, where the gameplay changes into a different arcade-style challenge. That world will also have its own set of levels and its own boss.
The basic idea is:
World 1:
Pac-Man-style levels → Air Hockey boss
World 2:
Different arcade game style → different boss
World 3:
Another arcade game style → another boss
And so on.
Instead of the same game loop forever, Ball-O-Gremlin is becoming a strange little arcade machine full of cursed mini-games and boss gremlins to slay.
## Boss Games Menu Added
A new **Boss Games** button has been added to the main menu area.
This lets players jump into unlocked boss modes directly for practice, testing, and future endless boss challenges.
Right now, the first boss game being worked on is:
Air Hockey Boss
This boss has gone through a huge overhaul.
The Air Hockey boss is no longer just a small side idea. It is now becoming the first real boss battle system in Ball-O-Gremlin.
Work done this week includes:
* Air Hockey boss mode separated into its own boss file
* Shared boss coin flip system added
* Boss game menu connected to the Air Hockey boss
* Boss restart/menu behavior cleaned up
* Boss state bugs hunted down and fixed
* Boss no longer restarts the coin flip forever
* Boss active-check bug fixed
* Boss game now loads correctly again after several nasty code goblins were removed
This was a heavy behind-the-scenes cleanup week. A lot of the work was not flashy, but it was needed so future bosses can be added cleaner.
## Boss Coin Flip System
The Air Hockey boss now starts with a boss coin flip.
The coin flip decides who serves first. The timing has been tuned so it does not fly by too fast anymore.
The flow now works more like:
Coin flips → coin lands on heads/tails → winner is shown → boss match begins
The important part is that nothing should move during the coin flip. No boss sneaking early. No puck moving before the result. Just the coin, the tension, and then the fight.
## Air Hockey Goal Wall Overhaul
One of the biggest problems was the puck getting stuck near the goal walls.
The old straight helper walls could trap the puck in weird side pockets. That was not fun, and it made the boss feel broken.
The goal area now uses invisible guide rails shaped more like angled funnel bars near the goal mouth. These rails are hidden during gameplay, but they help keep the puck from getting trapped in cursed corner space.
The goal mouth stays open, but the puck is guided better so it either goes back into play or into the goal.
This was one of those “tiny visual area, huge gameplay feel” fixes.
## CRY TO MOMMY Difficulty Added
A new difficulty has been added:
## CRY TO MOMMY
This is meant to be the ridiculous, unfair, “why did I click this” difficulty.
The idea is not just faster enemies. The goal is smarter, meaner, more accurate AI.
For the Air Hockey boss, this difficulty is still being tuned. At first, the boss was moving like The Flash and still missing blocks, which was hilarious but not scary enough.
So the AI is now being adjusted to be accurate without teleporting around the goal like a broken demon.
The goal for CRY TO MOMMY is:
* smarter ghost pressure
* stronger boss logic
* more accurate boss defense
* less random wandering
* brutal but still playable arcade chaos
This mode is very much still being tested, but it is already becoming the “enter at your own risk” button.
## Classic Style Button Added
Classic Style now exists as its own menu option.
This mode keeps the original endless maze survival idea alive.
No boss fights.
No world swapping.
Just you, the maze, the dots, the gremlins, and your score.
This is important because Ball-O-Gremlin now has two different paths:
Main Mode:
World progression and boss battles
Classic Style:
Endless arcade high-score survival
## Local Records / Difficulty Records Work
The local arcade records system has also been worked on.
The game now tracks local arcade-style stats, and the records panel has been adjusted so it can show records tied to difficulty.
This helps make each difficulty feel like its own challenge instead of everything being mashed into one score pile.
The records system is still being cleaned and improved, but the foundation is growing.
## Menu and UI Cleanup
The menu has had more work done too.
Recent work includes:
* Boss Games button
* Classic Style button
* difficulty button updates
* CRY TO MOMMY difficulty button
* records panel behavior fixes
* boss menu cleanup
* menu/back button behavior fixes
* Air Hockey floating button dock work
* restart/menu behavior during boss fights improved
A lot of this is “invisible polish,” but it matters. The game needs to feel like one complete arcade experience, not a pile of buttons fighting each other.
## Code Cleanup and Boss Split Work
A major behind-the-scenes change is that boss code is being split away from the main game code.
This is important because Ball-O-Gremlin is planned to have multiple boss games. If every boss stayed jammed into the main file, the project would become a monster.
The Air Hockey boss is now moving toward its own cleaner structure.
This should make future bosses easier to build, easier to fix, and easier to expand.
There are still old internal names from earlier prototypes being cleaned up, but the big direction is clear now:
Main game code stays cleaner.
Boss games get their own sections/files.
Future bosses should be easier to add.
## Intro Video, Loading Screen, and Art Overhaul
Another big part of this update is that the game now has a stronger opening presentation.
Ball-O-Gremlin now has an intro video system at the beginning of the game. The intro can play before the player reaches the main menu, giving the game more of a real arcade-machine feel instead of just dropping straight into buttons.
A skip intro option was also worked in, and the intro audio behavior has been cleaned up so skipping the intro does not leave sound playing in the background.
The beginning loading screen has also been added. This includes:
* a dedicated loading screen before the main menu
* loading background art
* a loading bar setup
* loading text/tips
* a smoother transition from intro into the game menu
This is important because Ball-O-Gremlin is no longer just a quick test screen. It is starting to feel like a full game flow:
Intro video → loading screen → main menu → game modes → boss fights
The art has also taken a big step forward.
A lot of the older placeholder/original art was still being used because the final art was not ready yet. Now more of the real Ball-O-Gremlin art has been added into the game, including updated menu visuals, loading visuals, logo work, boss visuals, and arcade-style UI pieces.
The game is slowly moving away from “prototype pieces” and toward its actual visual identity.
That might sound small, but it changes the whole feeling. The game now opens with more atmosphere, more polish, and more personality before the player even touches the maze.
## What This Update Really Means
This week was not just a small patch.
This was the start of a bigger Ball-O-Gremlin overhaul.
The game is becoming:
* a classic arcade maze game
* an endless high-score mode
* a boss progression arcade game
* a collection of weird gremlin boss battles
* a bigger world-by-world arcade journey
The first boss, Air Hockey, is now the test chamber for how future boss games will work.
There were definitely bugs. Some of them were nasty. Some of them were goblins chewing straight through the wires.
But progress is progress, and this week moved the project forward in a big way.
## How to Play for Best Results
Ball-O-Gremlin is currently built to feel best in a larger browser view.
For the best gameplay experience, I recommend playing in **full screen** or with your browser window maximized.
### Best Setup
1. Open the game page.
2. Start the intro video or skip it if you want to jump in faster.
3. Let the beginning loading screen finish.
4. Once you reach the main menu, choose your difficulty and skin.
5. Press **Play / Pause Music** for the best arcade feel.
6. Put your browser into full screen.
7. Start the game.
On most Windows and Linux browsers, press:
**F11**
On some laptops, you may need:
**Fn + F11**
On Mac, try:
**Ctrl + Cmd + F**
The game is still being worked on for different browser sizes and screen scaling, so full screen or a maximized browser window gives the cleanest result right now.
### Music Recommendation
For the best experience, turn the game music on from the menu before playing.
Right now, the game uses the base soundtrack, but I am planning to add a way for players to use their own music later. The goal is to let players bring their own playlist into the arcade without being locked to only the default game music.
### Controls
A controller is recommended for gameplay.
The game can still be played with keyboard controls, but controller movement feels closer to the arcade style I am aiming for.
At this time, the mouse is still needed for menu selections, buttons, and some setup screens.
### Current Control Notes
* Use mouse for menu selections.
* Use controller or keyboard for gameplay.
* Full screen is recommended.
* Game scaling for different window sizes is still being improved.
* Music on is recommended for the intended arcade feel.
Ball-O-Gremlin is still growing, so some parts are still being tuned. The goal is to make the whole thing feel like a strange neon arcade machine waking up in your browser.
## Current Focus
Next up, I am focusing on:
* making CRY TO MOMMY difficulty feel truly terrifying but fair enough to play
* polishing the Air Hockey boss AI
* cleaning up old boss code names
* making the boss flow smoother
* preparing the structure for future worlds and boss games
* continuing the arcade progression overhaul
Thanks to everyone watching the game grow.
Ball-O-Gremlin is getting stranger, meaner, brighter, and more complete by the week.
The intro is waking up.
The loading screen is glowing.
The bosses are crawling out of the walls.
The arcade machine is alive.
| Updated | 1 day ago |
| Published | 24 days ago |
| Status | In development |
| Platforms | HTML5 |
| Author | Hearts |
| Genre | Action, Survival |
| Made with | Phaser |
| Tags | 2D, Controller, Fast-Paced, Ghosts, maze, Music, Neon, Retro, Singleplayer |
| Average session | A few minutes |
| Languages | English |
| Inputs | Keyboard, Gamepad (any) |
| AI Disclosure | AI Assisted, Code, Graphics, Sounds |




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