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TripleT-Games

  • 17 Devlogs
  • 18 Total hours

A fast-paced, Tung Tung Sahur- themed, WarioWare-style 2D minigame rush where players must survive four intense, distinct micro-challenges.

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1h 28m 36s logged

alr guys!

I have been working on the snooker game, added functionality and worked on the aesthetics.

Changes Made ->
1 - added gravity features
2- changed linear damping and bouncing
3- changed aesthetics

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1h 7m 30s logged

#Devlog 17

alr guys!
I have decided to make snooker as my next minigame.

Changes Made->

  • added collisionshapes, rigidbodies, 2dsprites and collision polygons accordingly to the physical properties observed
  • fixed zero gravity(took a lot of time) for this particular scene and updated the script.

I’m gonna be working on this while concurrently improving the textures and graphics of the game throughout!

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Ship #3

I developed Triple-T Games—a relentless, WarioWare-inspired 2D microgame gauntlet built in Godot 4 that thrusts players through a seamless sequence of high-stakes micro-challenges, ranging from precision platforming to dynamic spatial tracking. Bringing this vision to life meant pushing my engineering limits; my biggest hurdle was architecting a robust global state manager and deferred physics system to handle rapid scene swaps, custom setting toggles, and dynamic difficulty scaling without dropping frames or triggering crashes. I am immensely proud of the project’s modular foundation, smooth Tween-driven game feel, and code-driven signals that weave these chaotic minigames into a cohesive survival loop. To test your skill, dive into the live Itch.io demo or grab the standalone build, tweak your difficulty, and brace yourself—you have exactly five lives to survive the entire gauntlet.

  • 4 devlogs
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  • 48 Stardust
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33m 46s logged

Devlog 15 -

Alr guys, this is the final devlog before the ship, I have been working on adding cool aninamtions and changing graphical colors.

Changes made -

  1. added a floating animation to the icons
  2. changes colors in harmony

I hope y’all like it:D

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1h 17m 30s logged

Devlog 14

alr guys I’m done with the final touches and I’m ready for Ship 3 - I have been mainly working on improving the aesthetics and making certain features more smooth.

Changes made =>

  • added a cool spin animation to minigame 4
  • updated the collisionshapes for all minigames

I have worked really hard on this project, I hope y’all really like it:D

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1h 9m 59s logged

Devlog 13

hi guys!
I have been working on making the user experience and the functionality of the game more convenient!
As a result, I have added the following changes

  • difficulty choice(normal, hard, easy)
  • music(on/off)

I have added a new settings scene which will encompass the above enlisted features.

Working on more features and resolving a few of the bugs!

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39m 28s logged

Devlog 1 after Ship 2:

hi guys, i was really disappointed with the payout of my ship 2, despite the effort i put in.
But anyways, I am working on the reviews and feedback, consequently, I have decreased the difficulty and made it more user friendly.

changes -
1- increasing time for each minigame
2- instruction panel for each minigame to avoid confusion

working on more features:D

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Ship #2

I developed Triple-T Games, a relentless, WarioWare-inspired 2D microgame gauntlet built in Godot 4 that thrusts players through a seamless sequence of mechanical challenges ranging from precision platforming to dynamic spatial tracking. The most formidable challenge was architecting a robust global state manager and implementing deferred physics transitions to ensure the engine could handle rapid, asynchronous scene swaps without dropping frames or triggering collision-based crashes. I am immensely proud of the project’s modular foundation, particularly how it elegantly orchestrates dynamically instantiated entities and code-driven signal connections into a cohesive, high-stakes survival loop. To properly test the project, players should dive into the live Itch.io demo or download the standalone executable, bearing in mind that they possess exactly five lives to conquer all four rapid-fire levels and must brace themselves for instantaneous, unpredictable gameplay shifts.

Try project → See source code →
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1h 3m 56s logged

alr guys!
This is probably gonna be the last devlog before I ship the project.
Changes made ->

  • making a custom font
  • improvement of the aesthetic appeal
  • reworking some physics processes code
  • adding web presets
  • final touches:D

4 minigames -

1 - Platformer Minigame
2- Clicker Minigame
3 - Tung Tong (ping pong😭)
4 - Token collection

I have really worked hard on this game, I hope y’all like it :)

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1h 33m 57s logged

alr guys im almost done with v2 of my game, js added a token collection minigame wherein tung tokens fall from the top of the screen and the sprite is supposed to collect these tokens.

Currently im working on the final touches:D/

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1h 9m 36s logged

alr guys, i finished completing TUNG-TONG, gave it a remake based on triple-t and additionally completed working on the scripts(made it fully functional).

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29m 24s logged

hi guys im workinng on a new minigame based on ping pong, but its gonna be called
TUNG-TONG😭😭😭😭

anywyss im working on the scripts rn

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37m 34s logged

hi guys, im giving my game a remake to my game to a triple-t based theme. Additionally, im gonna add levels and more minigames and cumulatively make it more aesthetic.

COMMENT DOWN IF U WANT ME TO CONTINUE THIS PROJECT BASED ON TRIPLE-T!

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Ship #1

I built a chaotic, WarioWare-style collection of microgames in Godot where players have exactly 6.7 seconds to figure out and complete rapid-fire tasks, such as a platforming challenge to collect three garlics. The most challenging part was debugging the UI and player movement while figuring out how to manage global game states—like tracking the player’s four lives and overall progress—across completely isolated scenes. I am incredibly proud of the modular scene architecture I created, especially the standalone, reusable countdown timer that seamlessly triggers instant transitions to the next minigame, victory screen, or game-over screen via a global Autoload script. To test the game, reviewers don’t need to download or install anything; you can simply click the live itch.io link to play the HTML5 export directly in your web browser, using the Arrow Keys (or A/D) to move and Space (or W/Up) to jump.

Try project → See source code →
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1h 46m 56s logged

I completed working on the first minigame(platform), attached physics processes scripts, characters, platforms, alongside a scrolling-background.

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