- Add Burli Kong game with animated Kong sprite and idle animations
- Implement ladder-based barrel falling mechanics (50% chance)
- Increase barrel speeds across all levels for improved difficulty
- Add HTML mode selector to MainMenu for switching between games
- Propagate selectedGame through GameManager and LevelComplete scenes
- Move Kong rendering from gfx to sprite-based with proper depth layers
- Fix HUD lives text positioning
- Import BurliKong scene and add it to the Phaser game configuration
- Register BurliKong in the GameManager's display name map
- Include BurliKong in the game pool within game.json
- Bump cache version for game config to ensure fresh load
- Expand all existing games (ColoradoDefense, CodeBugInvaders, DotDude, SmashOut) from 2 levels to 10 levels with progressive difficulty scaling
- Add new game "Vortex" with 10 levels of increasing difficulty
- Update game config to include Vortex in the game pool
- Add Vortex music asset and configuration
- Improve GameManager robustness with duplicate event guards
- Clean up JSON formatting in all game config files
- Remove version query parameters from config loading where appropriate
- Add `main-menu.png` background image that scales to fit the screen
- Replace static text titles with animated `logo-title` and `logo-people` images
- Add sine-wave tweens for logo scale and rotation effects
- Comment out the previous text-based game list (preserved for reference)
- Introduce `src/audio.js` module for centralized music playback and cleanup
- Add background music tracks for all four games and the main menu
- Refactor game config files to support multiple difficulty levels via `levels` object
- Update game scenes to load level-specific configurations and track progression
- Add win conditions based on level-specific objectives (e.g., bugs to pass, waves cleared)
- Update HUDs to display current progress toward level completion
- Reduce playfield from 20x15 to 10x15 tiles (60x60px) and center in canvas
- Replace raw pixel math with tile-based coordinate helpers (`_px`, `_py`, `_col`, `_row`)
- Rewrite player movement to use hard-snap alignment and tile-center turning thresholds
- Switch ghosts to tile-target-based navigation with `_pickNextTarget` and distance checks
- Update layout to a symmetric 10-column maze with ghost house and corridors
- Redraw HUD and background for the new layout dimensions