The Video Game — runs on macOS 14.6 or later. An Office Space inspired maze game built with SpriteKit and Swift.
https://github.com/macOS26/Boss-Man/releases
You are PETE, an office worker (blue shirt, orange tie) trapped in a 37×17 grid of cubicles. Each level, you must:
- Eat every glowing yellow dot in the cubicle aisles.
- Visit the four office machines (printer, fax machine, cover sheet stack, book binder) to assemble a TPS report.
- Drop the completed TPS report into a TPS Delivery Box (the brown box) to bank the points.
- Avoid the four bosses patrolling the office.
- Grab a Gold Disc to flip the bosses into Blue Mode for a short window — then chase them down for bonus points.
Clear the dots, deliver at least one TPS report, and you advance to the next level.
- Arrow keys or WASD — move PETE
- Mouse / trackpad — point-to-move (PETE walks toward the cursor)
- Space — start a new round / continue from the title screen
- ESC — return to title screen
- Joystick and DPAD support coming soon
- Start with 3 lives, capped at 5.
- Every TPS report you deliver grants +1 life (until you hit the cap).
- Lose a life when a boss catches you outside of Blue Mode.
- Lose all your lives → game over.
To assemble a report you must visit every required machine on the floor:
| Machine | Emoji |
|---|---|
| TPS Printer | 🖨️ |
| TPS Fax Machine | 📠 |
| TPS Cover Sheet | 📄 |
| TPS Book Binder | 📚 |
Once all four are checked off, walk over the TPS Delivery Box (📦) to deliver the report. The HUD shows ✅ for completed items and ❌ for missing ones.
- Report value scales with the level:
level × 100 + 100points. - Delivery awards +1 life (up to the 5-life cap).
- Getting caught by a boss before delivering wipes the in-progress report.
Each boss has its own color, AI personality, and speed — modeled after Ms. Pac-Man's ghosts (Blinky / Pinky / Inky / Sue).
| Boss | Shirt | Tie | Behavior | Speed |
|---|---|---|---|---|
| BILL | 🟥 Red | Black | Direct chase (Blinky) | 1.00× |
| DOM | 🟪 Pink (75% α over white) | Purple + 40% black | Ambush 4 tiles ahead (Pinky) | 0.85× |
| BOB | 🟦 Teal | Blue + 20% black | Flanker — pivots 2 tiles off PETE's path (Inky) | 0.78× |
| STAN | 🟧 Orange | Red + 10% black | Timid scatter — backs to corner when too close (Sue) | 0.70× |
On every 12th level (12, 24, …) the entire roster turns all-black (MIB theme) and wears sunglasses.
Grab a Gold Disc 🟡 (4 per floor) and all active bosses flip into Blue Mode for ~20 seconds:
- Shirt → systemBlue + 20% black
- Tie fill → systemYellow, outline → RGB yellow
- Eyes → systemBlue + 50% black
- Bosses flee from PETE
- Catch them for 100 → 200 → 400 → 800 points (streaked per Gold Disc)
A boss caught three times in a single Blue Mode is permanently rebuilt at its spawn corner.
A traveler enters the maze every ~30 seconds from the right tunnel and wanders to the left tunnel. Catch one for bonus points. The traveler rotates by level (cycles every 12 levels):
The HUD's top-right "trail" shows which travelers have appeared so far this cycle; the leftmost is the current level's traveler.
Press the LEVEL EDITOR button from the title screen to design your own floors:
- 15-tile palette: floor, dot, wall, hideout, the four machines, brown box, gold disc, PETE spawn, and BILL/DOM/BOB/STAN spawns.
- Left-click paints the selected tile; right-click toggles dot↔wall (any other tile → dot).
- Tunnels are auto-detected — paint a floor gap in the perimeter wall to create a tunnel pair.
- 24 bundled levels. Custom edits save to
~/Library/Application Support/Boss-Man/levels.json. - Shortcuts:
⌘Ssave ·⌘Zundo ·⇧⌘Zredo ·⌘⌫clear ·⌘C/⌘Vcopy/paste level ·⌘Pplaytest ·⌘Rreveal file ·← →previous/next ·ESCback. - Autosaves every 60 s, on PREV/NEXT/ESC/PLAY, and on app quit (dirty-check via map hash).
- Duplicate boss types are allowed (e.g. two BOBs) and you can place more than 4 bosses per level.
![]() Boss-Man/Resources/red-stapler.pngTitle-screen hero stapler. |
![]() Boss-Man/Resources/shinyredstapler-emoji.pngLevel-6 traveler sprite. |
PETE, the four bosses, and life-icon stand-ins are drawn procedurally by PixelPerson.swift — no sprite sheets, no boss PNGs. The app icon lives in Boss-Man/Resources/AppIcon.icon.
This repo holds two implementations of the game:
Boss-Man/— the original macOS app, Swift + SpriteKit (this is what the DMG ships).boss-man-box2d-sfml/— a C++ port using Box2D for physics and SFML for rendering/audio.
- Xcode (Mac App Store) — needed for the Swift/SpriteKit version and provides the Apple toolchain.
- Xcode Command Line Tools —
xcode-select --install(gives youclang,git, and the macOS SDK frameworks). - CMake —
brew install cmake(only needed for the C++/SFML version).
You do not need to install SFML, Box2D, or nlohmann/json by hand — the CMake build downloads and builds them automatically. The Marker Felt fonts and the stapler image are already bundled in the repo, so there's nothing else to extract.
No Homebrew? Get it at https://brew.sh, or download CMake manually from https://cmake.org/download and add it to your
PATH.
Open it in Xcode and press Run (⌘R):
open Boss-Man/Boss-Man.xcodeprojOr from the command line:
xcodebuild -project Boss-Man/Boss-Man.xcodeproj -scheme Boss-Man -configuration Release buildRequires macOS 14.6 or later.
cd boss-man-box2d-sfml
cmake -B build
cmake --build buildThe first cmake -B build downloads SFML 2.6, Box2D 2.4.1, and nlohmann/json via CMake FetchContent (needs an internet connection) and applies a small SFML patch so the window renders at native Retina resolution. Then run it from the project directory (so it finds assets/):
./build/boss-man-pcPress P to play, F to toggle fullscreen, ESC for the title screen.
Build notes for Windows and Linux are coming soon. The C++ version is written to be portable — SFML and Box2D are cross-platform, and the macOS-only pieces (CoreText emoji rasterization, native fullscreen) fall back to no-ops elsewhere — so it should build with CMake on those platforms with minor adjustments.
- This arcade-style video game concept was created using Agent
- An autonomous agentic AI, for macOS 26.4.1 — https://github.com/macos26/agent
- Fine tuning using Claude Code, and Agent! I use use the right tool for the job.
- Software is deployed using Agent! including release notes and DMGs.
- Music, Graphics, Art, Sound Effects and Game Design by Todd Bruss
- (c) Todd Bruss, InkPen.IO, All Rights Reserved.
- Binaries are property of Todd Bruss, Source code is MIT.
- Box2D + SMFL + Cpp port also Todd Bruss.
- It currently runs on Mac, but will be testing it on Windows and Linux soon.

