The basic idea is that every 20 levels or so the regular flow of puzzles will be interrupted by a special level that introduces unique mechanics and a greater challenge. These levels will be harder, faster, and more exciting than the usual flow of the game, while still using the core puzzle components introduced until that point.
Seeing as boss fights are rather challenging, I will most likely add a "skip" button to them, as my main demographic may be a bit too young to handle that level of challenge. I will have to have these levels beta tested by as many people as possible, but I believe they are a great addition to the game.
So far two of the planned three boss fights have been designed and implemented. the third will be the final level of the game and as such requires more time to plan and execute (your ideas are always welcome).
These snapshots demonstrate the first two bosses, both of them keep the Pachinguys from reaching their goal in some way, and both create interferences in the Pachinguys way, which represent the first and probably last place where randomness will exist in the game.
With two more levels built and a third "taken" for the final boss I am less than 10 levels away from a complete game (including challenge levels, not including graphics and sound).