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Hanthar

@Hanthar

Joined August 9th, 2026

  • 5Devlogs
  • 1Projects
  • 1Ships
  • 1Votes
Trying out real coding for the first time
Ship Pending review

Star Chase

What is it?
I made a WarioWare-inspired game called Star Chase, which consists of three minigames that are all less than 10 secs long. It is a completely free-to-play game that you can access on itch.io.

Challenges and Success
Until almost two-thirds of the way into completing the game codes, time tracking was a major underlying problem for me. I ultimately figured it out near the end, but by then, I had lost close to 14 hrs of my coding time. However, it wasn’t all bad because the insufficient time recorded on Stardance led me to create a third minigame almost completely from scratch! I am very proud of how much I was able to code on my own, given that this was my first time using any official coding language. (Still can’t believe I made it) This is a very simple game, and all you really need to play is your arrow keys, space bar, cursor control, and, of course, the link to this game. I really tried my hardest creating this game, and I hope you enjoy it as much as I enjoyed making it! :)

Try project → See source code →
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4h 31m 26s logged

Devlog #5

Finished my third minigame, and now, with the extra 4.5 hrs I logged, I’ve officially surpassed the 5 hr requirement! Yayyyy…
I WAS gonna ship it today, but itch.io is down right now, so I can’t really upload my game and finalize shipping just yet. It is a real bummer, but I guess I’ll just keep working on the game and improving it for another day then.

Today, I finished coding the entire Minigame 3 script and animated my UFOs so that they move from side to side now. I tried to get the laser beam/bullet I shoot to disappear after hitting a UFO, but I still haven’t figured that out yet. I guess the server error gives me a chance to fix that bug. Anyways, tomorrow I’ll definitely be taking a look at that and if time permits, maybe even add some music and sound effects. (*forgot to make the ship a banana ship, will do tmr hopefully)

P.S. I have no idea what happened to my attachments. I swear I only uploaded one.

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1h 47m 48s logged

Devlog #4

Never mind, I lied; I’m not going to ship it just yet. Don’t want to risk shipping it before Stardance “officially” records 5+ hours of my coding. :)
Anyway, today, I worked on adding a third minigame, which I intend to be kind of like a WarioWare version of Space Invaders. (Come to think of it, maybe I should make the ship a banana ship.) I finished the layout and player controls today, so I just need to add the game script and edit the README before it’s potentially ready for its first ship! (Hoping for tomorrow. Back on the grind I go)

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1h 33m 14s logged

Devlog #3
I finally figured out all the time-tracking issues and actually ended up finishing my entire project AND my README in the 12 days since my last devlog. I’ve made it all more aesthetically pleasing now with new and improved fonts, and the game actually has winner and death screens now. Yayyyy… Star Chase is all set and already uploaded to itch.io. All I have left to do is do some final checks and get it ready for shipping!

I’d like to thank @Shreyansh for helping me with my time-tracking; as my first-ever Stardance project, I don’t know what I’d have done without her support. Thank you. And to all the other WarioWareGame creators for giving me the inspiration I needed for my project, thank you. This project had a whole bunch of highs and lows, but you all made it possible.
I am thrilled to have actually coded something that works for the first time and, all the learning opportunities were ones I’ll never forget.

Here is a look at what my final game will feature. (I couldn’t post 6 screenshots, so the exact minigame layouts will have to stay a secret. The second one IS quite a bit different since the last devlog tho :P)

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20m 51s logged

Devlog #2

I’ve finally finished my two required minigames, plus the title and intermission, and am now working on my winner and death screens.

The coding went quite well for both games, but I had a little trouble connecting the scenes, as this is my first time using any programming language. I was wondering why there was no winning in the platformer game, but it turns out the signals weren’t connected properly! After I debugged that bit, I worked a little on my clicker game, where the buttons would not hide after being clicked, but that was an easy fix with a few extra lines of code. I’m still thinking of making the buttons smaller to make it a little harder, though.

Time tracking is still giving me problems, but the advice I’ve been receiving is extremely helpful, so thank you for that. After I finish the last two components, I’m thinking I might ship it first before adding any new minigames, but that part is still undecided.

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17m 58s logged

As of right now, I’ve started on my second minigame of this compilation. This just so happens to be my first devlog, not because I’ve been lazy, but rather, because I’ve been having tons of problems with my time tracking. It’s been tracking alright, but it always goes to this invalid block, named «LAST PROJECT», instead of going under my actual game blocks, which is insanely annoying. It worked once the other day, but now it’s back to the errors. I’m still trying to figure it out, but if anyone knows the trick, feel free to help me out here.

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