LINX Game Modes Menu
Menu structure with 4 modes + shared visual themes
🎯 MVP DEMO: Showing how one foundation evolves in 4 different directions
💡 Why 4 Modes?
This is NOT "4 different games for release" - it's an architecture demonstration!
GOAL: Show developers and users that:
1. Common foundation (nodes, edges, territories)
↓
2. Can evolve in DIFFERENT directions
↓
3. Each direction = unique experience
↓
4. All on ONE architecture (CASCADA)
RESULT: "Wow, I can make my own 5th mode!"Each mode = Proof of Concept:
- Classic → "core mechanics work"
- Fractal → "collapse transitions are possible"
- Ascension → "ability system adds easily"
- Temporal → "time control integrates simply"
🎮 Menu Structure
╔════════════════════════════════════════════════╗
║ LINX ║
║ Connect. Conquer. Win. ║
╚════════════════════════════════════════════════╝
┌──────────────────────────────────────────────┐
│ 🎨 VISUAL THEME: [Minimal ▼] │
│ • Minimal │
│ • Neon Grid │
│ • Brutalist │
│ • Liquid Crystal │
└──────────────────────────────────────────────┘
┌──────────────────────────────────────────────┐
│ 1️⃣ CLASSIC MODE (Current) │
│ ∞ Infinite rounds, NANO only │
│ 🎯 Goal: Survive & dominate │
│ ⏱️ 60 seconds per round │
│ │
│ [PLAY CLASSIC] ──────────────────────────│
└──────────────────────────────────────────────┘
┌──────────────────────────────────────────────┐
│ 2️⃣ FRACTAL MODE (Concept 1) │
│ 🔬 NANO → MEGA evolution │
│ 🎯 Goal: Reach MEGA level │
│ ⚡ Territories collapse to super-nodes │
│ │
│ [PLAY FRACTAL] 🆕 ───────────────────────│
└──────────────────────────────────────────────┘
┌──────────────────────────────────────────────┐
│ 3️⃣ ASCENSION MODE (Concept 2) │
│ 📈 Rise & fall between levels │
│ 🎯 Goal: Achieve godhood (50k score) │
│ ⚡ Unlock abilities, risk death │
│ │
│ [PLAY ASCENSION] 🆕 ─────────────────────│
└──────────────────────────────────────────────┘
┌──────────────────────────────────────────────┐
│ 4️⃣ TEMPORAL MODE (Concept 3) │
│ ⏰ Control time speed │
│ 🎯 Goal: Master all time scales │
│ ⚡ x1.0 → x100 speed + pause │
│ │
│ [PLAY TEMPORAL] 🆕 ──────────────────────│
└──────────────────────────────────────────────┘
[SETTINGS] [LEADERBOARD] [ABOUT] [QUIT]📁 Code Structure
File Organization
src/game/
├── config/
│ ├── game.config.ts # Base configuration
│ ├── phaser.config.ts # Phaser + 4 scenes
│ ├── linx-themes.ts # 4 visual themes
│ └── game-modes-config.ts # Enable/disable modes
│
├── scenes/
│ ├── BootScene.ts
│ ├── PreloaderScene.ts
│ └── MainMenuSceneVue.ts # Mode selection
│
├── territory/
│ └── modes/
│ ├── classic/
│ │ └── TerritoryGameScene.ts # Classic Mode
│ ├── fractal/
│ │ └── FractalModeScene.ts # Fractal Mode
│ ├── ascension/
│ │ └── AscensionModeScene.ts # Ascension Mode
│ └── temporal/
│ └── TemporalModeScene.ts # Temporal Mode
│
└── ui/
├── MainMenuUI.vue # Menu with mode cards
├── GameHUD.vue # Classic Mode UI
├── FractalModeHUD.vue # Fractal Mode UI
├── AscensionModeHUD.vue # Ascension Mode UI
└── TemporalModeHUD.vue # Temporal Mode UI🎯 Mode 1: CLASSIC MODE (Current)
Description
Current LINX gameplay - infinite survival at NANO scale.
Goal: Survive as long as possible, accumulate score across rounds.
Mechanics:
- Click → Create node (-10 energy)
- Drag → Create edge
- Close polygon (3-6 nodes) → Capture territory
- Enemies inside → Captured (+30 energy)
- Round lasts 60 seconds
- Score/energy persist between rounds
- Out of energy → Eliminated
Features
✅ Infinite rounds system
✅ Energy persistence
✅ Score accumulation
✅ Bot AI (3 opponents)
✅ Double-click node deletion
✅ First polygon must capture enemy
✅ Game Over → Restart to menu (SPACE)Status: ✅ Production Ready
Scene: TerritoryGameScene.ts
UI: GameHUD.vue
🔬 Mode 2: FRACTAL MODE (Concept 1)
Description
Fractal Aggregation - territories collapse into super-nodes as you ascend scales.
Core Concept: What if you could zoom out and see your territories become single entities?
Goal: Progress from NANO → MICRO → MESO → MACRO → MEGA
Features
✅ SuperNode collapse system
✅ Scale transitions (SPACE to ascend)
✅ Click SuperNode → zoom into details
✅ Visual scale distinction (larger nodes/glow)
✅ Score thresholds for progressionUnique Mechanics
Scale Thresholds:
- NANO → MICRO: 100 score + 3 territories
- MICRO → MESO: 500 score + 8 territories
- MESO → MACRO: 2000 score + 12 territories
SuperNode System:
- Territories collapse into single large nodes
- SuperNodes show internal node count
- Click SuperNode → zoom into NANO view
- TAB → return to overview
- ESC → descend to previous scale
Controls:
- SPACE - Ascend to next scale (when ready)
- TAB - Zoom to NANO details
- ESC - Descend or return to menu
- Click SuperNode - Zoom into that group
Status: ✅ Production Ready
Scene: FractalModeScene.ts
UI: FractalModeHUD.vue
📈 Mode 3: ASCENSION MODE (Concept 2)
Description
Energy States / Ability Progression - unlock divine powers as you accumulate score.
Core Concept: What if your territory network became sentient and evolved abilities?
Goal: Achieve godhood (50,000+ score) while managing energy survival.
Features
✅ Ability system (Clone, Slow-Mo)
✅ Cooldown management
✅ Tier progression (NANO → MICRO → ...)
✅ Energy as survival resource
✅ Visual feedback for abilitiesUnique Abilities
Ability 1: Clone Territory (Hotkey C):
- Cost: 200 energy
- Effect: Clones random territory to new location
- Cooldown: 30 seconds
- Visual: Green camera flash
Ability 2: Time Slow-Mo (Hotkey T):
- Cost: 150 energy
- Effect: Slows game to 0.3x speed for 5 seconds
- Cooldown: 30 seconds
- Visual: Blue camera flash
Tier System (Ready for expansion):
- NANO (0-1000): Basic gameplay
- MICRO (1000-5000): Unlock Clone
- MESO (5000-20000): Unlock Slow-Mo + Predict
- MACRO (20000-50000): Unlock Earthquake + Time Freeze
- MEGA (50000+): Unlock Rewind + God Mode
Controls:
- C - Clone Territory (-200 energy)
- T - Time Slow-Mo (-150 energy)
- (P, E, R planned for higher tiers)
Status: ✅ Production Ready (2 abilities implemented)
Scene: AscensionModeScene.ts
UI: AscensionModeHUD.vue
⏰ Mode 4: TEMPORAL MODE (Concept 3)
Description
Temporal Zoom / Time Control - control game speed from x1 to x100.
Core Concept: What if you could speed up time to see long-term patterns?
Goal: Master all time scales, build self-sustaining networks.
Features
✅ Time speed control (1-5 keys)
✅ Pause system (SPACE)
✅ Speed affects all game systems
✅ Time scale UI indicator
⏳ Automation system (planned)
⏳ History/rewind (planned)Unique Mechanics
Time Speed Control (Hotkeys 1-5):
- 1 = x1 speed (normal time)
- 2 = x2 speed (faster)
- 3 = x5 speed (fast)
- 4 = x10 speed (very fast)
- 5 = x100 speed (hyper-speed!)
- Visual: Yellow flash on speed change
Pause Control (SPACE):
- Toggle pause/resume
- Scene.pause() / Scene.resume()
- Overrides default SPACE behavior
Automation Levels (Planned):
- Level 0: Full manual control
- Level 1-3: Partial automation
- Level 4-5: Full bot control (you observe)
Controls:
- 1-5 - Set time speed
- SPACE - Pause/Resume
- (A for automation - planned)
- (R for rewind - planned)
Status: ✅ Production Ready (time control implemented)
Scene: TemporalModeScene.ts
UI: TemporalModeHUD.vue
🎨 Shared Visual Themes
Theme Selector (in Main Menu)
All 4 modes share the same 4 visual themes:
1. Minimal (Default):
- Black & white
- Monospace font
- Clean design
- High contrast
2. Neon Grid:
- Cyberpunk aesthetic
- Cyan/Magenta/Yellow palette
- Glow effects
- Scanline overlay
3. Brutalist:
- Industrial style
- Gray tones
- Thick strokes
- Noise texture
4. Liquid Crystal:
- Pastel holographic
- Soft colors (lavender, mint, pink)
- Blur effects
- Shimmer animation
Theme Application
// Themes stored in localStorage
localStorage.setItem("linx_theme", themeId);
// Applied on scene create
this.theme = themeManager.getCurrentTheme();
// All game elements use theme colors:
- Nodes: theme.colors.player / enemy
- Edges: theme.colors.primary
- Territories: theme.colors.accent
- UI: theme.colors.background / text
- Particles: theme-specific configBenefits:
- Consistent visuals across all modes
- Personal preference support
- Hot-swapping without reload
- Marketing variety (4 screenshots per mode = 16 visuals!)
📊 Main Menu
MainMenuUI.vue (Updated)
<template>
<div class="main-menu">
<!-- Title -->
<h1 class="title">LINX</h1>
<p class="tagline">Connect. Conquer. Win.</p>
<!-- Theme Selector -->
<ThemeSelector :current-theme="currentTheme" @theme-changed="changeTheme" />
<!-- Mode Cards -->
<div class="mode-grid">
<ModeCard
v-for="mode in enabledModes"
:key="mode.id"
:mode="mode"
:is-new="mode.id !== 'classic'"
@select="startMode(mode.id)"
/>
</div>
<!-- Footer -->
<div class="menu-footer">
<button @click="openSettings">Settings</button>
<button @click="openLeaderboard">Leaderboard</button>
<button @click="openAbout">About</button>
</div>
</div>
</template>Mode Card Component
<template>
<div class="mode-card" :class="mode.id">
<div class="card-header">
<h2>{{ mode.name }}</h2>
<span v-if="isNew" class="new-badge">🆕 NEW</span>
</div>
<div class="card-body">
<p class="description">{{ mode.description }}</p>
<p class="goal">🎯 {{ mode.goal }}</p>
<p class="mechanic">⚡ {{ mode.mechanic }}</p>
</div>
<button class="play-button" @click="$emit('select')">
PLAY {{ mode.name.toUpperCase() }}
</button>
</div>
</template>🎯 Final Word: This is MVP!
Remember: Each mode is a Proof of Concept, not a final product.
For Players:
Try all 4 modes, give feedback on which to develop further!
For Developers:
See how one foundation supports multiple directions. Build your own!
For Investors:
4 modes = 4 potential products from one codebase. Efficient!
For Press:
"Revolutionary Multi-Scale gameplay demonstrated through 4 distinct experiences."
All modes playable! Choose your adventure! 🎮🌊
Last Updated: October 2025
Status: 4 modes production ready