Behind the games

Weak Days

Oct 10, 2026 · A new boss fight every day of the week. Seven bosses, one for each day, each with its own rule, its own look and its own weak point.

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Everyone already has a boss they fight on Monday. Weak Days makes it official: there are seven bosses, one for each day of the week, and the date picks the one you get. Everyone fights the same boss on the same day, and it comes back a week later. A fight takes about a minute, and retries are free.

Each boss is a rule, not a bigger health bar. Monday is The Alarm: its rings cross the whole arena until you run in and hit the snooze button. Tuesday's Inbox splits off envelopes every time you hurt it. Wednesday's Hump is a hill that flips under you. Almost Friday, on Thursday, fakes some of its attacks, and then fakes its own defeat. Friday's boss is a clock called 4:59 that never hurts you and only stalls until 5:00. Saturday's Errands can't be touched until you tick off its chores in order. Sunday is The Scaries, a shadow you can only see inside your own shrinking light.

Play a boss's rule well and its weak point opens: a few seconds of double damage. That's the whole strategy. When do you open it, and what have you saved for it?

It's played with one thumb. Drag to move, and stand still to attack: your main weapon fires on its own, and a second one sits on a button. The weapons are what was on the desk, a stapler, a coffee mug, an umbrella, an office chair, a mallet, a lanyard and sticky notes. Each day offers three and you take two. The third unlocks the first time you beat that day's boss.

The week is one story. A card on the start screen marks the days you've beaten, and Sunday's boss borrows an attack from every day you missed. Beat all six and it has almost nothing; skip the week and it's the hardest fight in the game.

Each day is also drawn differently: Monday in ballpoint on ruled paper, Tuesday in cut paper, Wednesday in clay, Thursday as a flat cartoon, Friday as a halftone print, Saturday as an old cartoon reel and Sunday in two colours.

The idea is Jeff's. It's built with three.js, and so far everything in it is made in code: the bosses are boxes and cylinders, and every sound is synthesized. The promo above was rendered from the real game, with its test bot playing.

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