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WarioWare Game

  • 7 Devlogs
  • 9 Total hours

A game full of short minigames! (Make a WarioWare-Style Game Mission)

Ship #1 Pending review

A game with minigames!

The trickiest part was figuring out how to handle deaths and respawns cleanly across different minigame types. Platformers need checkpoint respawns, while other modes need an instant game over. Fixing fragile node paths and wiring up signals properly took a lot of debugging.

I’m most proud of how clean the modular architecture ended up. Using signals to trigger physics events (like unfreezing falling coins when a timer hits zero) keeps the state clean and prevents UI flickering.

Test on Itch

Try project → See source code →
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43m 30s logged

Worked on second level and cohesion

  • Created survival second level with falling objects
  • Added a flag and coin from hub level to indicate completion above portals
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2h 51m 49s logged

Worked on level creation’s, portals, tilemap, coins, and item persistence.

  • Added a animated portal to take player to minigames
  • Added “temp coins” so that on death coins cannot be farmed from a level
  • Created first platformer based level
  • Fixed bugs with death screen
  • Created exit_flag with exit logic
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1h 20m 50s logged

Today I worked on the player and level set up.

  • Fixed animations for running, jumping, idle, and hurt
  • Locked and fixed veiwports
  • Added paralax to the first level with smooth scrolling
  • Added a tilemap of bricks and parkour objects to add to levels
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1h 19m 23s logged

Today I mainly worked on the death screen and the HUD and got it working nice.

HUD:

  • Added visual hearts to replace just the number saying (lives)
  • Added a label to show coins
  • Added a timer and level label
  • Tied to veiwport and overlayed level

Death Screen:

  • Semi-Transparent red
  • Paused timer and game while in screen
  • Retry level button (May remove or nerf)
  • Return to title screen button(Loses progress)
  • Quit game button
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1h 9m 9s logged

Today I worked entirely on the settings page and getting it set up.

The settings page now has:
Working music and sound effect control.
Rebindable keys
A fullscreen toggle
A checkmark to go back to title screen.

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20m 26s logged

What I Did Today:
Core Scene Setup: Built the title screen, the base settings screen, and the main scene for Level 1.

Global Game State:
Created a global script (Autoload) handling player health, coin tracking, and a game timer that only runs while a level is actively running.

Controls & Movement: Set up input mappings for player controls and hooked up directional movement logic.

Animation Setup: Created and sliced the primary character spritesheet to set up the default animation states (idle, walk, jump, attack, hurt)

Note: I logged 1 hour in lookout before this because I thought I could use that instead of hack time extension, whoops.

Video From Lookout:

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