Fan Content Super Wario Land [Fan-game]

I already saw the video this morning, before it was even posted here. d:p

Really enjoyed the track, was wondering where it plays.
It does sound rather 'casual introduction', so it does fit with the tutorial theme
 
Wow, this looks like it's going to be a really awesome game! d:D

I really miss the Wario Land series, and it lookz like this game will give me all the fun the previous Wario Land games had d:)

From what I've read, it looks like you guys are going for Quality over Quantity, whichI really apretiate. As much as I love Wario Land 3, that game had more quantity over quality - 100 treasures, but a lot of repetative tilesets, level themes and mechanics. While, Wario Land 4 being a cery short game, gave each level unique graphics and mechanics.

So, it's best to have a smaller number of levels, but making them really ingeresting d:)

Speeking of intereating, I hope there are interesring level themes here. I mean, Dessert, Snow, Lava worlds can be good, if done well, but they are kind of overused in Mario games, so, if they get used in the game, they would need to be intetesting.

But I'm also hoping to see more unique and underrated level themes, such as Factory, Town, Snow+Fire Combo, Toy Land, Candy Land, inside of a clock, inside of a body, space...

Aniway, I rambled a bit to much d:p
Good luck aith the project, you guys! d:D
 
Wow, this looks like it's going to be a really awesome game! d:D

I really miss the Wario Land series, and it lookz like this game will give me all the fun the previous Wario Land games had d:)

From what I've read, it looks like you guys are going for Quality over Quantity, whichI really apretiate. As much as I love Wario Land 3, that game had more quantity over quality - 100 treasures, but a lot of repetative tilesets, level themes and mechanics. While, Wario Land 4 being a cery short game, gave each level unique graphics and mechanics.

So, it's best to have a smaller number of levels, but making them really ingeresting d:)

Speeking of intereating, I hope there are interesring level themes here. I mean, Dessert, Snow, Lava worlds can be good, if done well, but they are kind of overused in Mario games, so, if they get used in the game, they would need to be intetesting.

But I'm also hoping to see more unique and underrated level themes, such as Factory, Town, Snow+Fire Combo, Toy Land, Candy Land, inside of a clock, inside of a body, space...

Aniway, I rambled a bit to much d:p
Good luck aith the project, you guys! d:D
Ah, we'll try to make the levels as diverse as we can. For example, the first REAL level is a mix of a forest, plains and beach level. At least that's the plan!
 
Ah, we'll try to make the levels as diverse as we can. For example, the first REAL level is a mix of a forest, plains and beach level. At least that's the plan!

That sounds interesting!
But a mix needs to be done well, so it doesn't feel like a weird mash together.
But, since these levels are all non-liniar exploration levels, I'm sure you guys can pull it of d:)
 
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Well, you could take inspiration from some other games that do this sort of thing well. Like Donkey Kong Country Tropical Freeze. The levels there keep a theme fresh in amazing ways:



Okay, Donkey Kong Country is a lot faster paced than Wario Land, but it's the theming that matters. They show you how to really keep a single theme feeling fresh and original throughout.

Or look at Mast Blast in the previous game. Very cool how they went from one theme to another there:



I'm sure there are tons of cool ways to merge themes together in a natural way, and keep things fresh.
 
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Well, you could take inspiration from some other games that do this sort of thing well. Like Donkey Kong Country Tropical Freeze. The levels there keep a theme fresh in amazing ways:



Okay, Donkey Kong Country is a lot faster paced than Wario Land, but it's the theming that matters. They show you how to really keep a single theme feeling fresh and original throughout.

Or look at Mast Blast in the previous game. Very cool how they went from one theme to another there:



I'm sure there are tons of cool ways to merge themes together in a natural way, and keep things fresh.

Oh, no worries there. I already have a transition in mind.
 
By the way, whenever you guys get close to finishing the project, you guys will probably need some beta testers, right?

Now, i know a youtuber who would be a great beta tester. Whenever he plays game, he tries his best to complete every possible quest, find every possible secret. He gives good analysis of the game, sujjestions on how to improve it.

And he is also really good at finding bugs that you may have missed, no matter how much playtesting you have done
 
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By the way, whenever you guys get close to finishing the project, you guys will probably need some beta testers, right?

Now, i know a youtuber who would be a great beta tester. Whenever he plays game, he tries his best to complete every possible quest, find every possible secret. He gives good analysis of the game, sujjestions on how to improve it.

And he is also really good at finding bugs that you may have missed, no matter how much playtesting you have done
Of course we'll need playtesters. If you have anybody in mind, feel free to tell us via. PM.
 
I desided to share something else with you guys - a few level design ideas.
These were ideas we came up when we were going to create a now cancelled project of the Wario Land 3 hack.
I don't know how much these would help, but I'm posting it here aniway.

Town level
Area 1: Factory.

Conveyor Belts, Lasers, Squishers, Switches
---
Area 2: Gym
Conveyor Belts, Swimming Pool, Soccer Field
---
Area 3: Giant Fridge/Freezer
Slippery Physics, Ice Bears, Snowballs
---
Area 4: Air Vents
Air vents that blow Wario up

--------------------------------------------------------

Desert level
Area 1: Sand.
Sand hands that pull Wario down into the sand
---
Area 2: Oasis
A small pond with an island on it, and a cave on the island
---
Area 3: Hot Sun
An area in the sky, with a hot sun chasing Wario and trying to burn him
---
Area 4: Cave below the desert
A cave that can is deep underground, below the sand
 
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I desided to share something else with you guys - a few level design ideas.
These were ideas we came up when we were going to create a now cancelled project of the Wario Land 3 hack.
I don't know how much these would help, but I'm posting it here aniway.

Town level
Area 1: Factory.

Conveyor Belts, Lasers, Squishers, Switches
---
Area 2: Gym
Conveyor Belts, Swimming Pool, Soccer Field
---
Area 3: Giant Fridge/Freezer
Slippery Physics, Ice Bears, Snowballs
---
Area 4: Air Vents
Air vents that blow Wario up

--------------------------------------------------------

Desert level
Area 1: Sand.
Sand hands that pull Wario down into the sand
---
Area 2: Oasis
A small pond with an island on it, and a cave on the island
---
Area 3: Hot Sun
An area in the sky, with a hot sun chasing Wario and trying to burn him
---
Area 4: Cave below the desert
A cave that can is deep underground, below the sand
We already have a desert level planned, but I won't go into much detail just yet. You'll see!
 
DEVELOPMENT STATUS UPDATE:

Thanks for the feedback! Nice to see interest in this! :)

I want to make everything finished before I start making the levels. I've experienced that before, since I need to make things several times if I later figure out a feature I wanted to include. So before we go on with the updates, let me introduce you all to the 7 Warios (I'll try to remember all the details).

The 7 Warios:

-NORMAL WARIO: Has normal speed, jump height, etc., can do the normal stuff like Dashing and Ground Pounding and all. Is the only Wario who can roll down slopes to break through small passages blocked off by blocks. Unique dying- and treasure animation.

-BIKER WARIO: Slightly faster than normal. Dash is replaced by the Bike, which can defeat spear enemies from either side. Biker Wario takes double damage from enemies.

-JET WARIO: Dashing animation includes him blinking with his eye. Can dash infinitely in the air (only 1 flight per jump). Ground Pound has longer start-up and longer ending animation than normal, so it's slower and more risky to use.

-FROG WARIO: Jumps much higher than normal. Dash is replaced by a frog leap, that can still defeat enemies but cannot break blocks. Can't pick up objects. Swims faster than normal. Can use his claw underwater to cut underwater wines to reach new areas. Unique idle animation. Does a front flip instead of a back flip on his Ground Pound.

-DRAGON WARIO: Slightly slower than normal. Dash is replaced by a fire breath that will burn enemies but can't break blocks. Ground Pound is faster than normal. Will eventually take damage while in water.

-CLOUD WARIO: Slightly faster than normal. Jumps slightly higher than normal. Dash is replaced by a non-damaging cloud spawning move (he can spawn up to 3 cloud platforms at once that vanishes eventually) to reach new heights.

-BULL WARIO: Slightly slower than normal. Jumps shorter than normal. Dash lasts longer. Can dash straight through enemies instead of bouncing upwards when hitting them. Can break metal blocks. Can break blocks with his head. Ground Pound creates a shockwave that kills nearby enemies.

And there we go! Might be some details I forgot. But anyway, here are some of the recent updates.

Updates:

-ALL 7 Wario forms are now complete!
-New camera function that can split areas up (the camera will stop scrolling until you enter the edge of the screen)
-Lots of bug fixes
-Normal Wario can now roll down slopes
-Missions now made (the main function in the game, works just like the Stars in Super Mario 64. Each world will have 4 missions)
-Enemies now cannot be defeated by simply jumping on them. If you jump on them, you'll just bounce on their head. This means that you must Ground Pound them if you want to kill them by falling on them.
-New enemy types. Or, they're not brand new, but there are now 5 types of enemies: Normal enemies, spear enemies, fast normal enemies, big spear enemies, and mega normal enemies. The big spear enemies and mega normal enemies have bigger hitboxes, so you need to get a good height if you want to ground pound them.
-Switch blocks added (switch that will destroy switch blocks)
-Biker Wario will now fall off his bike when he hits a wall

Here were some of the changes :) Lots of minor stuff has been made, and some more major ones, that I can't remember right now. Remember that this game is made from scratch, so it can eventually get very chaotic when coding, since one thing affects something else, and that again affects something else, etc., so the more I make, the more it is to keep track of. I'm really looking forward to start making the levels eventually. If you have any more features that you think could be useful in the level design (like doors, switches, ladders, enemies, etc.), please tell me! :)

It's getting there! Stay tuned!
 
wow, this is really cool!
So, Wario has powerups, just like in Wario Land 1.
And the Powerups are based on Wario Land 1, Wario Ware and Super Mario Bros 3. Sounds like they will be fun to use.
But will this game have any of the Transformations?
I mean, Wario Land 1 was really good, so this game can be great without any powerups, as long as there's still other ways for creative puzzles.
But at the same time, there are a few I would really hope to see, such as WL2's Tiny Wario, Snowball Wario, Bat Wario, Invisible Wario...
 
If you have any more features that you think could be useful in the level design (like doors, switches, ladders, enemies, etc.), please tell me!

Well, of course, ladders (that you can also stand on top off, move sideways on them, and slide down them, which acts like a ground pound when you touch the ground), Skinny Platforms (that you jump throught from below) and doors will be needed.
Switches could work like they did in Wario Land 4, but they can have various other effects as well.
You can also have pressure buttons, for example, those can lead to some fun puzzles
 
Well, of course, ladders (that you can also stand on top off, move sideways on them, and slide down them, which acts like a ground pound when you touch the ground), Skinny Platforms (that you jump throught from below) and doors will be needed.
Switches could work like they did in Wario Land 4, but they can have various other effects as well.
You can also have pressure buttons, for example, those can lead to some fun puzzles
Doors, ladders and skinny platforms are already in by the way, but the ladders don't work like that just yet. :p
 
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