You are browsing as a guest. Sign up (or log in) to start making projects!

WarioWare Game Proper

  • 5 Devlogs
  • 20 Total hours

A game full of short minigames wario themed, really fun yay

Open comments for this post

1h 12m 32s logged

Devlog Update: Wario Land Mechanics & Microgame #2!

Have you ever wondered what happens to Wario when he gets stung by a bee in the classic games? He inflates into a massive, round balloon! He gets so hilariously huge that he loses his regular platforming abilities and starts floating automatically.

That exact mechanic is the core inspiration behind my second minigame!

The Concept: Excretion Propulsion

Instead of your standard top-down or platforming setup, players have to navigate a panicked survival challenge while completely inflated:

  • The Movement: Wario floats upward automatically. To move horizontally, you have to blast him sideways by burping out of one side or farting out of the other!
  • The Objective: Pilot Wario’s massive balloon collision box through tight corridors and narrow vertical alleys before the clock hits zero.

What have I been upto so far?

  • Custom Physics & Input: The funny burp/fart thrust logic is fully operational.
  • Environmental Hazards: Industrial fans are officially placed and working as expected! They generate continuous wind forces that push Wario across the map.
  • Visual Juice: The fan blades actually rotate dynamically, and I’ve added custom wind particles to show the direction of the draft.

Next Steps

The core engine code and character states are working beautifully. Now it’s all down to the physical level design. I need to finish constructing the full layout maps, adding hazards like spikes, and coding the closing walls for the higher difficulty tiers.

I’m aiming to have the full map layouts completed (or very close to it) by tomorrow!

Check out the screenshots below, seeing this vintage GBC puffed Wario rocket around the screen with gas clouds is absolutely hilarious!

Found the wario sprites and wind particles here https://www.spriters-resource.com/game_boy_advance/wl4/asset/1577/
https://nyknck.itch.io/wind

(I added the farts, burps, fans myself using this free sprite editor https://www.piskelapp.com)

0
0
3
Open comments for this post

25m 36s logged

Working on a new minigame (2)… TEASER: Wario won’t be collecting coins on the floor, nonono… hint: What happens to Wario when he gets stung by a bee? I’ll put a proper devlog of the 2nd minigame soon…

0
0
5
Open comments for this post

7h 4m 28s logged

Guys just finished making the whole of level 1, it took a very long time very very early in the morning, not going to bother making my devlog pretty. I made smooth UI for win and death screens, its like a panel that slides UP/DOWN. Wario can now collect coins + I added a coin counter, + even an autoload high score save system so even if you close the game your score will be saved on disk, so the score will still be there. I added some camera juice, the screen shakes. S

0
0
4
Open comments for this post

2h 1m 18s logged

Wario Cave Escape Devlog: Health, Damage, and Dramatic Falls!

The project is moving fast, and the core gameplay loop is officially coming together. Wario is no longer safely exploring an empty cave and the environment is dangerous, and losing actually has some hilariously retro stakes now.


🛡️ The Garlic Health System & Enemy Attacks

The enemies aren’t just pacing back and forth anymore, they are active threats! I got enemy hitboxes fully working as well as attacking animations, meaning they will now aggressively attack Wario on sight.

To track his life, I implemented a custom health system themed around Wario’s absolute favorite food: Garlic. Instead of a boring heart container or health bar, Wario’s life is represented by garlic bulbs at the top of the screen.

  • Invincibility Frames (i-Frames): To keep the gameplay fair and arcade-accurate, Wario doesn’t just instantly vaporize if he gets trapped against a wall. When hit, he gets a brief moment of total immunity where his sprite flashes translucent, giving the player a split second to scramble away and reset their positioning.

💀 Classic Mario-Style Death Animation

If Wario runs out of Garlic health or the chaotic panic clock ticks down to absolute zero, the game triggers a dramatic, theatrical defeat sequence inspired directly by Super Mario Bros.:

  1. The Freeze: Wario instantly halts whatever he’s doing and plays a custom, shocked “hurt” animation frame.
  2. Camera Lock: The camera instantly unparents itself and freezes perfectly in place, locking onto the cave scene so it doesn’t follow his ragdoll physics.
  3. The Plunge: Wario’s collision shapes drop, and he gets propelled upward with a heavy vertical blast of speed before naturally succumb to gravity plunging straight down past the bottom edge of the screen into the abyss.

🪙 The Coin Migration & Next Steps

While working on the collectibles, I hit a slight development roadblock. I originally scattered all the shiny gold coins directly inside the TileMapLayer. However, I quickly realized that to make coin collection feel truly dynamic (handling individual pickups, playing satisfying collection animations, and firing clean audio cues), I need to migrate them.

  • The Plan: I am moving the coins out of the TileMap and rewriting them as independent 2D Sprites with localized Area2D triggers. Once that transition is finished, a clean global UI counter will track exactly how much loot Wario is escaping with.

🚀 Roadmap to Release

The project is lowkey looking ready to ship very soon! Here is what’s left on the immediate checklist:

  • Finish migrating the coins to independent sprite objects.
  • Build the dedicated Win Screen and Death/Game Over Screen.
  • Add the actual audio juice (SFX for jumping, getting hit, and collecting gold).

Developer’s Future Note: I am making so much progress on the core engine syntax that I’m highly considering expanding this project later down the line by turning this cave escape into 1 of the many minigames of this Wario series.

0
0
0
Open comments for this post

9h 31m 40s logged

Wario Cave Escape Game: What I’ve Built So Far!

Title Screen & The “Squish” Entry

The game kicks off with a classic arcade-style main menu featuring a custom retro logo. But instead of just a boring fade-in, I added a super dynamic entry sequence. Wario actually drops into the screen and squishes the letters of the title logo, warping and flattening them like a cartoon accordion before they snap into place! Clicking Start Game instantly drops you right into the level, while Exit closes the game window smoothly.


Cave Environment & Visual Depth

The level itself is a retro-inspired underground cave filled with winding stone tunnels, platforms, a massive waterfall on the left, and a dangerous pit of boiling hot lava at the bottom.

  • The Background Trick: Instead of wasting file size on separate dark artwork for the background, I used a clever color filter over the interior tunnel walls. By dropping the brightness filter down to a dark charcoal color, the light grey stone blocks transform into deep, moody shadows. This makes the foreground platforms, Wario, and hazards pop off the screen beautifully.

Smooth Ladder Mechanics

Scattered through the cave are vertical ladders that aren’t just decorative background pieces—they are fully interactive.

  • Seamless Entry: The moment Wario walks into a ladder zone and you press move_up or move_down, the game’s gravity instantly turns off. He completely sticks to the ladder.
  • The Animation Freeze: When climbing, his arms and legs scramble realistically up the rungs. If you let go of the controller, he doesn’t awkwardly drop into a standing stance or fall; his animation instantly pauses mid-frame, making it look like he’s firmly gripping the ladder while deciding his next move.
  • Quick Escape: If you need to make a quick getaway, you can jump directly off the ladder at any point, instantly restoring normal gravity so you can slide or leap onto a nearby platform.

Dynamic “Panic Mode” Escape Clock

The absolute highlight of the gameplay is the high-intensity countdown timer sitting at the top of the screen, styled in a chunky, yellow, retro font.

  • Normal Phase (30 down to 5 seconds): The clock ticks down calmly, second by second, showing a clean, steady countdown as you navigate the platforms.
  • Panic Phase (Under 5 seconds): The exact microsecond the clock drops below 5 seconds, the entire game mood changes. The timer instantly turns bright red, starts tracking lightning-fast fractions of a second (just 1 decimal place!), and begins shaking violently on the screen to completely stress out the player.
  • Game Over: If the clock hits zero before you escape, the level instantly resets, forcing you to try the frantic escape all over again.

Next Up On The To-Do List!

Now that the core movement and timer loop are locked down, I need to focus on adding the actual gameplay objectives and obstacles:

  • Gold Nuggets / Collectibles: I need to scatter shiny gold nuggets throughout the branching cave paths for Wario to collect as he sprints for the exit.
  • Enemies: I need to implement basic patrol enemies patrolling the platforms to block his paths and slow him down while the panic clock ticks away!
  • Sound Effects (SFX): The game needs audio juice. I need to add crunching stomp sound effects for Wario’s entry squish, a tense ticking sound for the panic timer, and satisfying collecting noises for the gold.

Developer’s Note

Just getting the title slide together took 3 hours, (I really questioned the whole purpose of that, 3 hours never coming back again!) but seeing Wario smoothly scale the ladders and watching the clock aggressively shake makes the game loop feel incredibly rewarding. I can’t wait to see how it will turn out in the future1

0
0
2

Delete project?

Are you sure you want to permanently delete this project? This action cannot be undone.

All devlogs, followers, and associated data will be removed.

Followers

Loading…