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splice

@splice

Joined June 27th, 2026

  • 9Devlogs
  • 2Projects
  • 4Ships
  • 37Votes
the enlightened one
Ship

This is the second finished update for Rifted-Rush!
KEYBOARD + MOUSE ONLY! if you’re mobile im sorry but pls skip

What has been added:

  • ONE new minigame: Star Drag (drag the star along)
  • Practice mode - Get better at the minigames you’re the worst at🥲 - accessed by completing the tutorial then clicking the rift on the home screen
  • WASD Support!! (arrow keys are still usable)
  • IMPROVED difficulty scaling - now accessible to those who aren’t the best at games 🥹
  • COMPETITVE score mechanics - try this game with your friends too and see who can get the highest score!

One last thing, like last time if you don’t get 5000 score in freeplay you have to give me max ratings again 🥹
(jk just vote honestly!!)

playable link: https://spliceydice.itch.io/rifted-rush
github repo link: https://github.com/spliceydice/Rifted-Rush

  • 2 devlogs
  • 6h
  • 12.21x multiplier
  • 74 Stardust
Try project → See source code →
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3h 6m 52s logged

** Devlog 8 ** - The End **

hi guys,
as i’ve said way too many times in the past, this time is truly the end. These GCSE Mocks are not to be messed with 🥹

Practice Mode

I finally added a mode where you can practice the minigames you struggle the most at over and over again. It also scales up in difficulty much faster for convenience. I had to create a variable which holds which minigame needs to be repeated then linked it to the timer screen so whenever this variable ever has a value above 0, it repeats the desired minigame. Unfortunately, there won’t be a score mechanic for this mode as I deem it not too useful. This mode can only be accessed after completing the tutorial and clicking on the rift on the title screen.

Controls

Added WASD support, tbh it was easier than I originally thought it would be. I have kept arrow key support in game though for whoever that still wants to use that 🤔🤔🤔.

General Bug Fixes

  • Fixed minigame 3 shield clipping off screen
  • Fixed some text not being displayed properly
  • Changed visuals to match new controls

Asset finding

LUCKILY, I didn’t need to traverse the internet in its entirety this time as my goat shiroze had a wonderful background for my practice mode scene

The End…

I would ask for suggestions but this is where development truly ends forever 💔💔 I need to lock in for these GCSES!!! Instead of me doing you suggestions, this time around I want YOU guys to continue the project as that would probably be the best thing I could hear. 🥹🥹
well, like always:
check out the repo 🥹: https://github.com/spliceydice/Rifted-Rush
https://spliceydice.itch.io/rifted-rush

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2h 54m 36s logged

** Devlog 7 **

Hi guys,

yes I’m back somehow while school is on. I decided that I should continue this project just a little longer because an extra six hours wouldn’t hurt.

NEW MINIGAME!!!!

I kept it simple this time where the objective is to drag a star across a designated path. I had to use Path2D and PathFollow nodes for this but tbh the PathFollow node was probably easier to use than I expected. Also made the star a seperate scene for easier management for direct changes to the sprite while leaving other elements intact (can this guy PLEASE stop waffling to make his devlog look longer and more detailed).
preview attached

Scaling

I settled on making the game super easy at the start but then ramping up the scaling rate quite heavily. This lets the game be more accessible to everyone while still providing a challenge. As a result however, all new scores will be heavily inflated since I decided to leave the score system as it is.

Asset finding

Let’s be fr there’s nothing I really need to say about this. It was horrible like always and the hours don’t even count 💔💔.

The Future

I plan to add mobile support soon potentially, that minigame practice thing through the rift that I mentioned like three devlogs ago and also I need to polish up the repository and README. It’s a short list as I only plan to do three more hours on this project so expect one more devlog!

Anyways, if you have any suggestions, please let me know and as always,
check out the repo 🥹: https://github.com/spliceydice/Rifted-Rush
https://spliceydice.itch.io/rifted-rush

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Reposted by @splice

2h 39m 25s logged

** Devlog 5 **

Hi guys,
as you may be able to tell yes the devlogs are a bit more frequent mainly because I’m trying to finish this before school. and this is NOT my last devlog lol

New minigame

Added a survival type minigame where small fireballs spawn from all directions and you have to dodge them all. Required heavy tweaking because it was way too difficult to find the right balance between easy and hard.

Freeplay Mode

Essentially the main mode where you play until you lose all of your lives. May add a life recovery feature in the future. Also, prevented from minigames repeating right after itself. code attached

Difficulty Scaling

Made each game harder dependent on the number of minigames you have completed in that session.

Overall, much wasn’t changed but a lot changed at the same time too if that makes sense. I’m hoping to add a scoring mechanic in the future and one new minigame and a boss fight that appears occasionally. Thanks for reading,

Check out my repo!: https://github.com/spliceydice/Rifted-Rush

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Ship

This is the finished (WarioWare-style) game called Rifted-Rush.
KEYBOARD + MOUSE ONLY! if you’re mobile im sorry but pls skip

What has been added/changed:

  • TWO new minigames: protecting and dodging (i’m bad at names 🥹)
  • much better, updated visuals to fit a space theme (including fonts)
  • freeplay mode, endless minigames
  • with difficulty scaling
  • score mechanics which update based on time left

feel free to skip the tutorial to access freeplay mode immediately

also, just a little note if you cant get at least 2500 score in freeplay you have to give me max rating :)
(just kidding just vote based on what YOU think of the game)

Try project → See source code →
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4h 5m 39s logged

**Devlog 6 **

Hi guys,
unfortunately, I will be ending development for rifted rush here due to gcses being just around the corner 💔. I’d love to work on this project more especially when I’m only six hours away from the certificate but I have to get my priorities straight ifykwim. Anyway, let’s get into what I added:

Scoreee

Finally, I added a way to track your score and points are given based on each half a second left and there’s also a base completion amount. The extra points from beating minigames quickly causes the player (my friends so far) to just panic (which is good ofc).

Clicking minigame

I added a random position spawning mechanic for these buttons although they tend to clump still for no apparent reason. I don’t know if its simply how the rng works or there’s a bug.

Display Resolution

So um I didn’t realise during the whole development of this game, I was using a 1152 x 648 res 💀. Thankfully, it’s the same aspect ratio as 1920 x 1080 so I was able to scale it via Godot’s native settings. although, the quality is a bit rough in some places…

New ending screen

Originally, I was using the same lose screen upon death in free-play mode as the tutorial. So, I changed it because the core loop of a Wario-ware style game is to play until you die so it shouldn’t really count as losing. Instead, I made a new scene where your score is displayed.

Some minor things

  • updated scaling formula AGAINN
  • cleaned up some unused files from github/ the directory
  • you won’t be able to reach 5000 score because you’re not good enough mwhahahaha (neither am I)
  • play your own music while playing - i’m too lazy to search for music 🥲🥲

The End

Well, this is the end. I’ll be honest I’ve had lots of fun in the hack club/stardance program. I really hope to be able to participate in hack club’s next flagship summer program. I’ll have way more time then and make sure to remember me because I’ll be making some absolute bangers. Anyway, like always, check out my repo:

https://github.com/spliceydice/Rifted-Rush

and try and get a higher score than me!

https://spliceydice.itch.io/rifted-rush

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2h 39m 25s logged

** Devlog 5 **

Hi guys,
as you may be able to tell yes the devlogs are a bit more frequent mainly because I’m trying to finish this before school. and this is NOT my last devlog lol

New minigame

Added a survival type minigame where small fireballs spawn from all directions and you have to dodge them all. Required heavy tweaking because it was way too difficult to find the right balance between easy and hard.

Freeplay Mode

Essentially the main mode where you play until you lose all of your lives. May add a life recovery feature in the future. Also, prevented from minigames repeating right after itself. code attached

Difficulty Scaling

Made each game harder dependent on the number of minigames you have completed in that session.

Overall, much wasn’t changed but a lot changed at the same time too if that makes sense. I’m hoping to add a scoring mechanic in the future and one new minigame and a boss fight that appears occasionally. Thanks for reading,

Check out my repo!: https://github.com/spliceydice/Rifted-Rush

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9
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Reposted by @splice

4h 51m 29s logged

** Devlog #4 **

Hi guys,
almost five hours since my last devlog and I made only one extra minigame 🥲🥲🥲

Finding assets again 😡😡😡😡

To be honest, it wasn’t that bad thanks to @nyk_nck (on itch.io so ignore the link). I was able to get most of my assets from them and I must say they worked well together.

New minigame

Basically, this new minigame is one where fireballs are launched at you from random directions and using a and d, you rotate your shield to protect the moon and if you fail you lose a life. On the surface it looks simple but it’s lowk quite complex.

##Code itself

Coding that game wasn’t that hard thanks to claude a little bit but it was mostly me. I had to create a fireball spawner, then logic for the fireball itself, then I had to create scripts for the shield to destroy the fireballs and then I had to attach scripts to the moon so it detects when its hit so you lose a life. It was very worth it though.

What next?

I plan to add a fourth minigame along with some bg music (its quite quiet rn) and then add that freeplay mode! That will probably be my last ship though because for me year 11 is about to start and I need to lock in.

anyways, thanks for reading check out my repo!: https://github.com/spliceydice/Rifted-Rush

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4h 51m 29s logged

** Devlog #4 **

Hi guys,
almost five hours since my last devlog and I made only one extra minigame 🥲🥲🥲

Finding assets again 😡😡😡😡

To be honest, it wasn’t that bad thanks to @nyk_nck (on itch.io so ignore the link). I was able to get most of my assets from them and I must say they worked well together.

New minigame

Basically, this new minigame is one where fireballs are launched at you from random directions and using a and d, you rotate your shield to protect the moon and if you fail you lose a life. On the surface it looks simple but it’s lowk quite complex.

##Code itself

Coding that game wasn’t that hard thanks to claude a little bit but it was mostly me. I had to create a fireball spawner, then logic for the fireball itself, then I had to create scripts for the shield to destroy the fireballs and then I had to attach scripts to the moon so it detects when its hit so you lose a life. It was very worth it though.

What next?

I plan to add a fourth minigame along with some bg music (its quite quiet rn) and then add that freeplay mode! That will probably be my last ship though because for me year 11 is about to start and I need to lock in.

anyways, thanks for reading check out my repo!: https://github.com/spliceydice/Rifted-Rush

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7
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Reposted by @splice

5h 41m 32s logged

** Devlog #3 **

Hi guys,

So, it’s been a very very very long time since my last devlog. Anyways, as I promised previously there has been a massive visual overhaul and it actually looks promising 🥹🥹🥹🥹.

Asset finding

I’ll be honest, finding assets was the worst experience of my whole life 😭. But after hours of searching JUST for backgrounds (those hours don’t get logged btw ✌️) I actually found some pretty decent ones. All of them are from Shiroze btw on itch.io so all credits to her! I also needed some assets for controls (I’ll talk about that later) but those were relatively easy to find. I also needed a graphic of a pixelated rift which I’ll be honest doesn’t even look that good but I needed something to fill the space on the title screen. I imported a font too.

Importing assets

I imported them 👍👍

Implementing the assets

For the backgrounds, it was pretty quick and easy you just replace the file on the node that you already created from the guide. Then changing the fonts for text was quick however when using pixel art assets including the font you have to make sure you manually set the texturing filter to nearest to make sure your fonts/assets actually look good. AS for the controls I was talking about earlier, I implemented those into the loading screens prior to the following minigame that needs those controls. I’ll be honest I had to ask gemini how to create a fading effect but I got the hang of it myself in the end. ALSO, I changed the character sprite for the platformer and changed the minigame slightly itself.

Things idk where to put

I added the base of a settings screen (no settings yet)
I want to credit Shiroze again for most of the assets!
I’ll attach what some of the scenes look like.
Also, I renamed the game to rifted rush because… it sounds cool idk 😭.

What’s Next?

Hopefully, using my grant for itch.io, I’m going to find some nice background music for the game as a whole because it’s too quiet right now. Additionally, I plan to add two new minigames and a freeplay mode (will be the main mode after tutorial) where you can try to get a high score! I’m also going to add a secret on the tittle screen soon where you can practice individual minigames themselves.

Thanks for reading! As always reply w/ any suggestions and check out my repo! https://github.com/spliceydice/Rifted-Rush

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Reposted by @splice

1h 3m 31s logged

I created my win/lose screen which shows different reactions of the cat. On the win screen there will be cheering in the background. While on the lose screen you will hear a womp womp sound.

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5h 41m 32s logged

** Devlog #3 **

Hi guys,

So, it’s been a very very very long time since my last devlog. Anyways, as I promised previously there has been a massive visual overhaul and it actually looks promising 🥹🥹🥹🥹.

Asset finding

I’ll be honest, finding assets was the worst experience of my whole life 😭. But after hours of searching JUST for backgrounds (those hours don’t get logged btw ✌️) I actually found some pretty decent ones. All of them are from Shiroze btw on itch.io so all credits to her! I also needed some assets for controls (I’ll talk about that later) but those were relatively easy to find. I also needed a graphic of a pixelated rift which I’ll be honest doesn’t even look that good but I needed something to fill the space on the title screen. I imported a font too.

Importing assets

I imported them 👍👍

Implementing the assets

For the backgrounds, it was pretty quick and easy you just replace the file on the node that you already created from the guide. Then changing the fonts for text was quick however when using pixel art assets including the font you have to make sure you manually set the texturing filter to nearest to make sure your fonts/assets actually look good. AS for the controls I was talking about earlier, I implemented those into the loading screens prior to the following minigame that needs those controls. I’ll be honest I had to ask gemini how to create a fading effect but I got the hang of it myself in the end. ALSO, I changed the character sprite for the platformer and changed the minigame slightly itself.

Things idk where to put

I added the base of a settings screen (no settings yet)
I want to credit Shiroze again for most of the assets!
I’ll attach what some of the scenes look like.
Also, I renamed the game to rifted rush because… it sounds cool idk 😭.

What’s Next?

Hopefully, using my grant for itch.io, I’m going to find some nice background music for the game as a whole because it’s too quiet right now. Additionally, I plan to add two new minigames and a freeplay mode (will be the main mode after tutorial) where you can try to get a high score! I’m also going to add a secret on the tittle screen soon where you can practice individual minigames themselves.

Thanks for reading! As always reply w/ any suggestions and check out my repo! https://github.com/spliceydice/Rifted-Rush

0
1
21
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Reposted by @splice

25m 6s logged

** Devlog #1 **

Hi guys,
this will be the only devlog for this project mainly because of how little time is required but also that I forgot to log most of my time via Hackatime 💀💀.
Anyway,

Slack + VSCode

Initialising the bot and navigating through Slack’s website was probably the easiest part of this. It did get confusing at times but the guide helped out a lot. The same can also be said for VSCode the programming part wasn’t the hardest.

Nest

The same cannot be said for using the server exclusively through CLI. It also did not help that two of the commands did not work on the server due to the URLs now pointing elsewhere and that I kept getting 403s :ms-broken-heart: . These two commands didn’t work:

curl -fsSL https://deb.nodesource.com/setup_lts.x | bash -
apt install -y nodejs

So unfortunately, I did have to use Claude here and instead of installing node on the server via node source, I installed it via nvm. Instead of those two commands use these and follow the instructions:

curl -o- https://raw.githubusercontent.com/nvm-sh/nvm/v0.40.1/install.sh | bash
source ~/.bashrc
nvm install --lts

I don’t know if that error was exclusive to me but if other people face that error, there’s the code you should use.

Other than that, developing the bot was great and it took me around 2 hours (half an hour extra because of that error). This is probably where I’ll end development for the slack bot but if you still want to check out my repo: https://github.com/spliceydice/dicey

p.s. any people who work at stardance reading this please check that error out! Thanks!

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128
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25m 6s logged

** Devlog #1 **

Hi guys,
this will be the only devlog for this project mainly because of how little time is required but also that I forgot to log most of my time via Hackatime 💀💀.
Anyway,

Slack + VSCode

Initialising the bot and navigating through Slack’s website was probably the easiest part of this. It did get confusing at times but the guide helped out a lot. The same can also be said for VSCode the programming part wasn’t the hardest.

Nest

The same cannot be said for using the server exclusively through CLI. It also did not help that two of the commands did not work on the server due to the URLs now pointing elsewhere and that I kept getting 403s :ms-broken-heart: . These two commands didn’t work:

curl -fsSL https://deb.nodesource.com/setup_lts.x | bash -
apt install -y nodejs

So unfortunately, I did have to use Claude here and instead of installing node on the server via node source, I installed it via nvm. Instead of those two commands use these and follow the instructions:

curl -o- https://raw.githubusercontent.com/nvm-sh/nvm/v0.40.1/install.sh | bash
source ~/.bashrc
nvm install --lts

I don’t know if that error was exclusive to me but if other people face that error, there’s the code you should use.

Other than that, developing the bot was great and it took me around 2 hours (half an hour extra because of that error). This is probably where I’ll end development for the slack bot but if you still want to check out my repo: https://github.com/spliceydice/dicey

p.s. any people who work at stardance reading this please check that error out! Thanks!

1
1
128
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Reposted by @splice

3h 13m 33s logged

Devlog #5

Title !

Sooo idk what to say anymore, it is SO DIFFICULT to draw something, and I spend a lot of time doing it but never get the perfect look I want. But for today I’ve done enough.

I am still finishing the background but I made the UI a little bit better.
Also I fixed some minor bugs like plants not saving the isDead status resulting in never dying plants when refreshing the page.

I know that there are still some bugs, especially with images, but I will fix everything tomorrow, hopefully!

Bye!!! :)

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Reposted by @splice

3h 18m 29s logged

**Devlog #2 **

Hi guys,
I’ve continued my development of the game and it is essentially finished.

Scenes

Recently, I’ve completed the death and done screens and they are simply placeholders at the moment.
In the near future, I plan to do an overhaul on all visuals in the game as well as rewrite some text because it seems quite clunky.

Scripting

I’ve gotten the hang of the language Godot uses partially due to experience but the internet too. It feels like python but just a bit more advaced.

What next?

I plan to ship the base game as is and after will drop a major update where new minigames, bossfights, visuals (space themed) and sfx are added. Overall, it will be a quality/content update.

That’s all I have to say for now. Please leave any suggestions especially on visuals!
Check out my github repo! https://github.com/spliceydice/WarioWareGame

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3h 18m 29s logged

**Devlog #2 **

Hi guys,
I’ve continued my development of the game and it is essentially finished.

Scenes

Recently, I’ve completed the death and done screens and they are simply placeholders at the moment.
In the near future, I plan to do an overhaul on all visuals in the game as well as rewrite some text because it seems quite clunky.

Scripting

I’ve gotten the hang of the language Godot uses partially due to experience but the internet too. It feels like python but just a bit more advaced.

What next?

I plan to ship the base game as is and after will drop a major update where new minigames, bossfights, visuals (space themed) and sfx are added. Overall, it will be a quality/content update.

That’s all I have to say for now. Please leave any suggestions especially on visuals!
Check out my github repo! https://github.com/spliceydice/WarioWareGame

0
1
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