WarioWare Game Proper
- 5 Devlogs
- 20 Total hours
A game full of short minigames wario themed, really fun yay
A game full of short minigames wario themed, really fun yay
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 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 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.
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.:
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 project is lowkey looking ready to ship very soon! Here is what’s left on the immediate checklist:
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.
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