WarioWare Game Proper
- 7 Devlogs
- 31 Total hours
A game full of short minigames wario themed, really fun yay
A game full of short minigames wario themed, really fun yay
Unfortunately, I couldn’t finish all 5 games. But the second game is finished!!
It is when Wario gets puffed up like a balloon he has to float up and dodge the bees or he will get popped and fall to the ground.
I am yet to make readme but then I’ll ship!!!
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!
Instead of your standard top-down or platforming setup, players have to navigate a panicked survival challenge while completely inflated:
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)
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…
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
The project is actually moving pretty fast and the main game is finally coming together. Wario isn’t just walking around an empty cave anymore, things can actually hurt him now lol. Losing has a pretty funny retro death animation too.
The enemies actually attack now instead of just pacing back and forth. I got their hitboxes and attack animations working so they rush Wario on sight.
For health, I made a garlic system since that’s his favorite food. So instead of basic hearts, you have garlic bulbs at the top of the screen. Also added i-frames (invincibility frames) so if you get stuck against a wall you don’t just instantly die. Your sprite flashes and you get a second to run away.
If you lose all your garlic or the timer hits zero, you get a dramatic death sequence like in classic Mario games:
I did have a problem with the collectibles. I originally put all the gold coins directly into the TileMapLayer, but that made it super annoying to do individual pickups, animations, and sound effects.
So the plan is to move them out of the TileMap and rewrite them as separate 2D sprites with an Area2D trigger. Once that’s done I’ll make a UI counter to track how many you grabbed.
The first game is lowkey almost ready to ship. Here is what I have left to do:
• Finish moving the coins to separate sprites
• Make the Win and Game Over screens
• Add SFX (jumping, getting hit, collecting coins)
Since I’m getting way better at the engine syntax, I might actually turn this cave escape into just one of many minigames for a bigger Wario series later on.
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.
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.
Scattered through the cave are vertical ladders that aren’t just decorative background pieces—they are fully interactive.
move_up or move_down, the game’s gravity instantly turns off. He completely sticks to the ladder.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.
Now that the core movement and timer loop are locked down, I need to focus on adding the actual gameplay objectives and obstacles:
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