🎮 OWWare - WarioWare Microgaming!

QDCRY
  • Current Version: v0.05.23-beta
  • Last Updated: 23/05/20
  • 43 microgames & 10 boss stages & 7 special modes are included in this version.
  • This game is currently in development which will receive updates frequently, be sure to always use the latest version for the best experience by using the import code (QDCRY)!
  • Discussions/Suggestions/Bug Report for this project at
  • https://discord.gg/34GQBGY

OWWare - WarioWare Microgaming!
OWWare is a custom game that emulates the gameplay style of the WarioWare game series on Nintendo consoles.

  • Fast-paced microgames will play.
  • Each microgame lasts for 5 seconds.
  • Follow the instructions to win a score!
  • A boss stage will play after every 5 microgames are played.
  • Each boss stage lasts for 30 seconds & awards 3 score if won.
  • A special mode will play after every 2 matches are completed & lasts for the entire match.
  • Most score wins on match end!

Inspired by one of the popular community gamemodes in Team Fortress 2 called TF2Ware.

Featured Videos:

Microgames:

No. Title Description Other Notes Whose Idea
or Reference
01 Don't move Players must not move at all. from TF2Ware
02 Don't stop moving Players must keep moving. from TF2Ware
03 Kill an Enemy Players must kill an enemy. from TF2Ware
04 Don't hurt an Enemy Players must not hurt an enemy. roxyLalonde
05 Simon says: Move Players must move once. from TF2Ware
06 Someone says: Move Part of Simon says. Players must not move at all. from TF2Ware
07 Get on a Platform Only 2 platforms are remained in corner.
Players must go to a platform and stay on it.
from TF2Ware
08 Get on the Platform Only the center platform is remained.
Players must go to the platform and stay on it.
from TF2Ware
09
Kill an enemy
Players must kill an enemy. All abilities available from TF2Ware
10
Don't hurt an enemy
Players must not hurt an enemy. All abilities available roxyLalonde
11
Touch the Sky
Players must perform jumps by using Concussion Mine to reach the required height. No cooldown for Concussion Mine from TF2Ware
12
Knock off an Enemy
Players must knock off an enemy out of sphere by using Soundwave. Soundwave cooldown: 0.8 sec Airblast from TF2Ware
13
Sumo Wrestling
Players must push an enemy out of sphere by using body. from Mario Party by Phasmite
14 Avoid the Kamikaze(s) 2 Junkrat(s) are spawned and runs towards to a random player.
Players must stay away from the Junkrat(s) to avoid getting killed.
from TF2Ware
15
1 dash 1 kill
Players must kill an enemy by using Swift Strike. Swift Strike cooldown: 1.6 sec (No reset on kill) from Overwatch Community Servers
16 Goomba Stomp 2 Roadhog(s) are spawned and runs around randomly on the map.
Players must jump on a Roadhog's head.
from TF2Ware
17 Emote to Kill Players must emote to kill an enemy within their green ring. Emote to kill by Bonkorn
18 Enter a Door 3 doors (labelled A, B, and C) appears on the side.
Players must enter one of the doors hoping it's the correct one to win.
from TF2Ware
19 What is the Color? A text with non-respective text written and text color appears.
4 answer spheres will appear, pressing primary fire on it will answer it.
Players must answer with the color of the text.
Type the Color from TF2Ware
20 What is the Text? A text with non-respective text written and text color appears.
4 answer spheres will appear, pressing primary fire on it will answer it.
Players must answer with the word of the text.
Type the Word from TF2Ware
21 Avoid bombs from Sky Bombs are being dropped from above by Junkrat(s).
Players must avoid getting killed by the bomb.
Avoid the bombs from TF2Ware
22 Reach the End 2 deadly moving beams are obstructing the way to the end.
Players must reach the end through the hazard of beams.
Get to the end from TF2Ware
23
Dogfight
Players start gliding in the sky.
Players must kill an enemy by using Primary Fire, one shot one kill.
Hikamao
24
Bubble Golf
Players must leap and drop the Barrier Projector to the center.
25
Touch the star
A star is appeared and placed randomly in the air.
Players must reach the star by by using Booster.
26
Hack to Kill
Players must kill an enemy by by using Hack. All abilities available
No cooldown for Hack
Hack to Kill by TehFoot
27
10 Hooks 1 UFO
A light shaft appears on the center.
Players kill an enemy by hooking them to the light shaft.
Being on the light shaft will send you to death.
Chain Hook cooldown: 1.6 sec 12 Hooks 1 Hole by Block
28 Hit the Ball 2 Wrecking Balls(s) are spawned and runs around randomly on the map.
Players must hit one of the Wrecking Ball(s).
Catch the Cubes from TF2Ware
29
Duplicate the Hero
2 random heroes are spawned and runs around randomly on the map.
Players must find and duplicate the prompted hero.
HyperReaper
30
Dodgeball
Players must kill an enemy by using Accretion. Accertion cooldown: 0.5 sec HyperReaper
31 Crouch to Kill Players must crouch to kill an enemy within their green ring.
32
Nap Time
Players must put an enemy that is awake to sleep by using Sleep Dart. Sleep Dart cooldown: 1.2 sec HyperReaper
33
Blink to Kill
Players must kill an enemy by using Blink through them. Blink cooldown: 1.2 sec Flash from Overwatch 2 Talents Fight by Bonkorn
34 Avoid the Dragons 2 Hanzo(s) will unleash their Dragonstrike from random directions.
Players must stay away from the Dragonstrike(s).
HyperReaper
35 Russian Roulette 6 spheres appear on center of the map.
Players must stay under one of the spheres.
A random sphere will be selected as death and kill anyone in that sphere.
36
Freeze an Enemy
Players must freeze an enemy that is not frozen by using primary fire. HyperReaper
37 Take Cover A D.Va will self-destruct on the center of the map while a Reinhardt will have his Barrier Shield show up in front of the D.Va's mech that is about to explode.
Players must stay behind the Reinhardt's shield to survive the explosion.
HyperReaper
38
Translocator Golf
Players cannot move and must reach the goal by using Translocator. Translocator cooldown: 1.8 sec HyperReaper
39
Steal the Crown
Each crown will appear on a random location of the map.
The more players in the game, the more crowns are appeared.
Players must touch one of the crowns and it will disappear.
Blink cooldown: 1.2 sec TechnicalPichu
40
Skip the Laser
A red laser beam will appear and moves toward the players on a height that cannot be simply jumped over.
Players must jump over the laser with increased jump height by using Helix Rockets.
Helix Rockets cooldown: 1.5 sec reets
41
Fire in the hole
Players must kill an enemy by using Dynamite. Dynamite Rockets cooldown: 1.2 sec HyperReaper
42
Shoot the Imposter
All both players and bots are switched to McCree.
Players must shoot the bot and not the player.
HyperReaper
43 Social Distance Players must stay away from each other for 5 meters or more.

Boss Stages:

No. Title Description Other Notes Whose Idea
or Reference
01 Jumping Rope Players start with 5 lives.
Getting hit by the rope will lose a life.
Players must jump over the rope to survive.
Jump the Rope from TF2Ware
02 Avoid the Trains 2 Reinhardt(s) are spawned on random side of the map and charges repeatedly.
Players must avoid getting bumped by the Reinhardt(s) to survive.
Avoid the trains from TF2Ware & Raging Thomas the Train by rangddang
03 Go to the Color 8 colored spheres are appeared on the map.
Players have 3 seconds to go to the prompted color before they gets kills.
Players must keep going to the correct color to survive.
Colour Dance by TehFoot
04
Target Practice
2 Soldier: 76(s) are spawned and runs around randomly on the map.
Players start with 5 lives, losing 1 life every 2 sec.
Players must hit the Soldier: 76(s) to restore a life to survive.
Max ammo for weapon: 4
05
Dropper
Players start gliding in the sky.
Players must avoid the red spheres to survive.
Shiibe
06
Dodgeball
A homing Zenyatta along with colored sphere, together as "The Ball" will spawn and start by target the player with most score.
Speed of the ball increases by 1 each time it gets deflected, up to 5.
The targeted player must avoid the ball by using Swift Strike or Deflect to bounce back the ball to survive.
Players deflected the ball will send the ball to the closest player to their crosshair.
However, players using Swift Strike against the ball will be stunned for a second.
Swift Strike cooldown: 1.6 sec
Deflect cooldown: 0.8 sec
Deflect duration: 0.5 sec
Genji Dodgeball by Mazawrath & Sparta from Island Party - Heroes Minigames by Jokaes
07
Hot Potato
Players start with 5 lives, losing 1 live per second as the "Hot Potato Holder".
The player with most score will be chosen as the "Hot Potato Holder" on start.
The "Hot Potato Holder" must pass the Hot Potato to another player by hitting them to survive.
Combat Roll cooldown: 2 sec McCree's Hot Potato by KevlaR
08
Spleef
Entire floor is covered with blue platforms, players may use their weapon or Whip Shot to turn the platforms to red.
Players standing on red platforms will suffer a serious burn at 150 dmg/s.
Players must avoid standing on red platforms as much as possible to survive.
Whip Shot cooldown: 3 sec
Shield Bash cooldown: 3.5 sec
Spleef in the Chamber by Bonkorn
09 Bowling Blowout Playfield is narrowed into 3 paths, a Wrecking Ball (The Ball) will start rolling from a random path towards the players.
A second ball will appear after 10 seconds following game has started.
Players must avoid getting rolled over by the balls to survive.
HyperReaper
10
Basketbomb
2 Roadhog(s) are spawned and hover around in the air horizontally.
Players start with 5 lives, losing 1 life every 2 sec.
Players must hit the Roadhog(s) to restore a life to survive.
Hikamao

Special Modes:

No. Title Description Whose Idea
or Reference
01 Don't Score Players are challenged to not score any points.
The winner will be the player with the least amount of score.
from TF2Ware
02 Single Player Players are invisible from one another. from TF2Ware
03 Third Person Every player is now in third-person view. from TF2Ware
04 Slow Motion Every motion is slowed down by half.
05 Gotta Go Fast Every player's movement speed increased by 60%.
06 Out of my way Players push each other when bump to each other.
07 1 score on lose Players will lose a score when losing the game. HyperReaper

Update Log

0.05.23-beta
QDCRY

New Microgames:

No. Title Description Other Notes Whose Idea
or Reference
43 Social Distance Players must stay away from each other for 5 meters or more.

General:

  • Fixed some non-tiebreaker participants could still earn a score during round end when Tiebreaker is running.

Quality of Life:

  • Replaced Bad Aura effect with Burning status effect on Hot Potato Holder for more awareness & shrinked the display of "You have the Potato!" for lesser visual obstruction & now sound effect only able to be heard by the potato holder during "McCree: Hot Potato".
0.05.22-beta
QDCRY

New Microgames:

No. Title Description Other Notes Whose Idea
or Reference
41
Fire in the hole
Players must kill an enemy by using Dynamite. Dynamite cooldown: 1.2 sec HyperReaper
42
Shoot the Imposter
All both players and bots are switched to McCree.
Players must shoot the bot and not the player.
HyperReaper

General:

  • Fixed "Slow Motion" causes players to die for some microgames after round end.
  • Fixed blinking through the crown to steal it only works when the blink is used for the first time during "Tracer: Steal a Crown".
  • The hero that is about to switched to is now also preloaded for the bots to cause their presence load faster.
  • Players now uses Combat Roll automatically if the ability is available after passing the potato during "McCree: Hot Potato".

Balancings:

  • Reduced safe period from 250ms to 100ms when under the shaft during "Roadhog: 10 hooks 1 UFO".
  • Reduced movement speed for the Reinhardt from 100% to 80% during "Take Cover".
  • Reduced cooldown for Translocator from 1.8 sec to 1.2 sec during "Sombra: Translocator Golf".
  • Increased amount of crowns spawned scaling based on from 50% to 60% total available players (6 crowns spawned when 10 players) during "Tracer: Steal a Crown".

Quality of Life:

  • Players no longer gets stunned after "Emote to Kill" is completed when was emoting.
  • Changed effect type from Light Shaft to Sphere for easier distance judging during "Sombra: Translocator Golf".
0.05.19-beta
QDCRY

New Microgames:

No. Title Description Other Notes Whose Idea
or Reference
31 Crouch to Kill Players must crouch to kill an enemy within their green ring.
32
Nap Time
Players must put an enemy that is awake to sleep by using Sleep Dart. Sleep Dart cooldown: 1.2 sec HyperReaper
33
Blink to Kill
Players must kill an enemy by using Blink through them. Blink cooldown: 1.2 sec Flash from Overwatch 2 Talents Fight by Bonkorn
34 Avoid the Dragons 2 Hanzo(s) will unleash their Dragonstrike from random directions.
Players must stay away from the Dragonstrike(s).
HyperReaper
35 Russian Roulette 6 spheres appear on center of the map.
Players must stay under one of the spheres.
A random sphere will be selected as death and kill anyone in that sphere.
36
Freeze an Enemy
Players must freeze an enemy that is not frozen by using primary fire. HyperReaper
37 Take Cover A D.Va will self-destruct on the center of the map while a Reinhardt will have his Barrier Shield show up in front of the D.Va's mech that is about to explode.
Players must stay behind the Reinhardt's shield to survive the explosion.
HyperReaper
38
Translocator Golf
Players cannot move and must reach the goal by using Translocator. Translocator cooldown: 1.8 sec HyperReaper
39
Steal the Crown
Each crown will appear on a random location of the map.
The more players in the game, the more crowns are appeared.
Players must touch one of the crowns and it will disappear.
Blink cooldown: 1.2 sec TechnicalPichu
40
Skip the Laser
A red laser beam will appear and moves toward the players on a height that cannot be simply jumped over.
Players must jump over the laser with increased jump height by using Helix Rockets.
Helix Rockets cooldown: 1.5 sec reets

New Boss Stages:

No. Title Description Other Notes Whose Idea
or Reference
06
Dodgeball
A homing Zenyatta along with colored sphere, together as "The Ball" will spawn and start by target the player with most score.
Speed of the ball increases by 1 each time it gets deflected, up to 5.
The targeted player must avoid the ball by using Swift Strike or Deflect to bounce back the ball to survive.
Players deflected the ball will send the ball to the closest player to their crosshair.
However, players using Swift Strike against the ball will be stunned for a second.
Swift Strike cooldown: 1.6 sec
Deflect cooldown: 0.8 sec
Deflect duration: 0.5 sec
Genji Dodgeball by Mazawrath & Sparta from Island Party - Heroes Minigames by Jokaes
07
Hot Potato
Players start with 5 lives, losing 1 live per second as the "Hot Potato Holder".
The player with most score will be chosen as the "Hot Potato Holder" on start.
The "Hot Potato Holder" must pass the Hot Potato to another player by hitting them to survive.
Combat Roll cooldown: 2 sec McCree's Hot Potato by KevlaR
08
Spleef
Entire floor is covered with blue platforms, players may use their weapon or Whip Shot to turn the platforms to red.
Players standing on red platforms will suffer a serious burn at 150 dmg/s.
Players must avoid standing on red platforms as much as possible to survive.
Whip Shot cooldown: 3 sec
Shield Bash cooldown: 3.5 sec
Spleef in the Chamber by Bonkorn
09 Bowling Blowout Playfield is narrowed into 3 paths, a Wrecking Ball (The Ball) will start rolling from a random path towards the players.
A second ball will appear after 10 seconds following game has started.
Players must avoid getting rolled over by the balls to survive.
HyperReaper
10
Basketbomb
2 Roadhog(s) are spawned and hover around in the air horizontally.
Players start with 5 lives, losing 1 life every 2 sec.
Players must hit the Roadhog(s) to restore a life to survive.
Hikamao

General:

  • Behind the scenes code optimization.
  • A permanent import code is now displayed on top-right for players to use the code to get the latest version automatically (thanks to Patch 1.48).
  • Force microgame and force boss stage host commands no longer force the selected ones to play immediately when game randomizer is running.
  • Fixed selected microgame or boss stage to be forced does not get selected on next round when the host command was executed during game randomizer.
  • Fixed ID of selected boss stage to be forced can go more than available count of boss stages if rapidly switched.
  • Microgames and boss stages that require at least 2 players in order to work or for effectiveness no longer gets chosen when there is only 1 player in the game.
  • The hero that is about switched to is now preloaded for all players to cause the presence of players load faster.
  • Beams' starting direction is now random instead of always same during "Reach the End".
  • Players lost boss will still be awarded 1 score if they survived more than 20 seconds, 2 score if more than 10 seconds. However, "-1 score on lose" will still deduct 1 score from it.
  • Winner system is now reworked to have Tiebreaker; if more than 1 player with the highest score (lowest score if "Don't Score") found, players with the score will partcipate in the Tiebreaker, landing the most hits to the target will win, current available boss stages for this Tiebreaker are: "Ashe: Target Practice" and "Junkrat: Basketbomb".

Balancings:

  • Slightly reduced the travel speed of beam by 10% during "Reach the End".
  • Reduced safe period from 4 sec to 3 sec, therefore 2 more rounds is available during "Go to the Color".

Quality of Life:

  • Default map is now set to "Workshop Island (Night)" for better visibility on in-game effects.
  • Ability icon & hero names addition in descriptions for microgames & boss stages.
  • Title of Special Mode being selected will now appear White when randomizing, Yellow when decided.
  • Selected ones now display in full title (thanks to Patch 1.48). rather than "ID" for force microgame, force boss stage and force special mode host commands.
  • Players' score now shown as a big number above their head during round end.
  • Which door that was correct now shown to players during "Enter a Door" after round end.
0.05.13-beta
G0C32
  • "-1 score on lose" wasn't actually added and now it's added.
0.05.13-beta
TZSD6

General:

  • Fixed color of the HUDs of jumping rope speed does not follow up when "Slow Motion" is enabled during "Jumping Rope".
  • Repositioned and resized the temporary special message on the sky.

Microgames Rework:

  • "Don't kill an enemy" has been changed to "Don't hurt an enemy". (Idea: roxyLalonde)
  • "McCree: Don't kill an enemy" has been changed to "McCree: Don't hurt an enemy". (Idea: roxyLalonde)

Special Mode Added:

  • 7) 1 score on lose (Players will lose a score when losing the game.) (Idea: HyperReaper)
0.05.12-beta
8CMQK

General:

  • Version scheme is now defined as v0.mm.ddChangesOnSameDay-beta instead of DEV Version dd/mm/yy-ChangesOnSameDay during development.
  • Fixed players do not get respawned sometimes when died right when round end happens.
  • Fixed players joined the game during round end could still get score.
  • Fixed match timer running quick after "Slow Motion" is completed.
  • Host command "Skip Boss Stage" now changes the timer to 0 instead of killing everyone.
  • Changed key for host command "Set match timer to 0" from Ability 1 to Melee.
  • Players now immediately return to spawn when outside of border during round end.
  • Added description "This is part of "Simon says" game." to clarify "Someone says: Move".
  • Fixed there could be either only "C" door is non-fatal or sometimes all doors fatal during "Enter a Door".
  • Players will now always be in front of the question in case somehow got pushed out during "What is the Color?" and "What is the Text?".
  • Players will now always face in front of the question in case somehow faced the other directions during "What is the Color?" and "What is the Text?".
  • Players no longer gets pushed out 1 second early before round end during "What is the Color?" and "What is the Text?".
  • Players are now allowed to use Jump Pack again at 1.8 sec cooldown during "Winston: Bubble Golf".
  • Players are now allowed to use Booster again at 1.2 sec cooldown during "D.Va: Touch the star".
  • The 2nd random hero will no longer be same as 1st random hero during "Echo: Duplicate the Hero".
  • Players no longer gets damaged by their own rock during "Sigma: Dodgeball".
  • A Special Message has added temporarily on the sky.

Balancings:

  • Reduced bounce strength for borders from 1 meter to 0.5 meter.
  • Reduced spawn randomizer radius for players from within 12x0x12 to 10x0x10 during "Lucio: Knock off an Enemy" and "Roadhog: Sumo Wrestling".
  • Checking between players and the Roadhog(s) is now more forgiving during "Goomba Stomp".
  • Reduced movement speed of Roadhog(s) from 50% to 25% during "Goomba Stomp".
  • Reduced spawn randomizer radius for the star from within 32x10x32 to 24x8x24 during "D.Va: Touch the Star".
  • Reduced movement speed of Wrecking Ball(s) from 100% to 75% during "Hit the Ball".
  • Increase in jumping rope speed delay no longer affected by "Slow Motion" during "Jumping Rope".

Quality of Life:

  • Selected force microgame, force boss stage, force special mode will now automatically switches rapidly if the control is held for 0.5 sec.
  • Added an effect for players to tell if they are close to the border during "Avoid bombs from sky".
  • Added arrow sign above Soldier: 76(s)' head during "Ashe: Target Practice".
dev
0MGEN
dev
GMBYW

General:

  • Players no longer sees the HUD of a microgame, boss stage or special mode being forced by host.
  • Removed "123" HUD spam that was used for debugging when "Out of my way" is running.
  • Fixed players cannot push each other during "Roadhog: Sumo Wrestling".
  • "Out of my way" is now disabled during "What is the color?" and "What is the text?".
dev
F5JSD

General:

  • Behind the scenes code optimization.
  • Built-in match timer now pauses until the match starts by countdown.
  • When a new match starts, the countdown is now 10 sec instead of 5 sec.
  • Reduced round end countdown from 5 sec to 3 sec.
  • When a microgame is played, the boss stage will no longer be available until after other 20 microgames are played, instead of all microgames becomes available again every 2 matches.
  • When a boss stage is played, the boss stage will no longer be available until after other 3 boss stages are played.
  • When a special mode is played, the special mode will no longer be available until after other 3 special modes are played (requires 6 matches).
  • Changed the keys for host commands, as well as simplified display on the right side.
  • 3 host commands added: Force specified microgame on next round, force specified boss stage on next round and force specified special mode on next match.
  • Fixed round end removes the additional movement speed during "Gotta Go Fast".
  • Improved the checkings between the players and the Roadhog(s) during "Goomba Stomp".
  • Bombing behavior is now 1 bombing seperately every 250ms instead of 2 bombings at once every 500ms during "Avoid bombs from sky".
  • Pressing primary fire will now trigger quick melee during microgames that requires quick melee.
  • Improved the checkings between the players and the star during "D.Va: Touch the star".
  • "Single Player" is now disabled during "Sombra: Hack to Kill".

Balancings:

  • Lowered the height of spawn of star from 12 meters to 10 meters during "D.Va: Touch the star".
  • Reduced Chain Hook cooldown from 1.6 sec to 1.2 sec during "Roadhog: 10 hooks 1 UFO".
  • Increased radius of the UFO from 6 meters to 6.5 meters during "Roadhog: 10 hooks 1 UFO".
  • Reduced maximum jumping rope speed count (or gearbox) from 7 to 5 during "Jumping Rope".
  • Increased delay for increase in jumping rope speed from every 3 sec to every 5 sec during "Jumping Rope".
  • Reduced ammo from 6 to 4 during "Ashe: Target Practice".

Quality of Life:

  • Added "X" sign on the front and back of "Wait for next round!" for players joined in middle of game.
  • Added "Fire" sign on the front and back of "Boss time! [Worth 3 score]" for players won the match.
  • Added "Bolt" sign on the front and back of "Special Mode: (SpecialModeBeingPlayed)!" for players joined during a special mode is active.
  • Added "Diamond" sign on the front and back of "(Player) won the match!" for players won the match.
  • Added "Arrow" sign above the bots to increase awareness for players during "Goomba Stomp' and "Hit the ball".
  • Added "Question Mark" sign above the question during "What is the color?" and "What is the text?".
  • Lowered the height of the beams (they are emitted by Zarya bots) to make it thicker to increase awareness during "Reach the end".
  • Changed the color of "Arrow" sign from Yellow to Green during "D.Va Touch the star".
  • Added description to help players understand for "Jumping Rope" and "Avoid the trains".
  • Players are now splited up and the rope now look smoother during rotation & starts from further angle to increase awareness during "Jumping Rope".
  • Small messages when color switches are removed since the HUD is already most likely being seen during "Go to the color".
  • Increased the opacity of the color spheres during "Go to the color".
  • Fixed typo "every 1.5 sec", should be written as "every 2 sec" during "Ashe: Target Practice".

Microgames Replaced:

  • 12) Brigitte: Knock off an enemy replaced with Lucio: Knock off an enemy (Knock off an enemy out of the sphere using Soundwave. Soundwave cooldown: 0.8 sec)
  • 23) Mercy: One Punch replaced with Echo: Dogfight (Players start gliding in the sky. Players must kill an enemy using Primary Fire, one shot one kill.)

Microgames Added:

  • 29) Echo: Duplicate the hero (2 random heroes are spawned and runs around randomly on the map. Players must find and duplicate the prompted hero.)
  • 30) Sigma: Dodgeball (Players must kill an enemy using Accretion. Accertion cooldown: 0.5 sec)

Boss Stage Added:

  • 5) Echo: Dropper (Players start gliding in the sky. Players must avoid the red spheres to survive.)

Special Modes Added:

  • 6) Out of my way (Players push each other when bump to each other.)
dev
W6TBV

General:

  • Fixed only "Slow Motion" is available in the special mode randomizer.
dev
0TCTQ

General:

  • After microgames are excluded from being selected, the microgames will now be brought back again after 2 matches instead of 1 match.
  • "Slow Motion" is now disabled during "Go to the color".
  • Life decay time during "Ashe: Target Practice" is now unaffected by "Slow Motion".
  • Increased the color switch/safe period delay by 140ms non-explicitly to fill up the 30 seconds boss timer instead of 8th round was started but wasn't completed during "Go to the colors".

Balancings:

  • Increased life decay time from 1.5 sec to 2 sec during "Ashe: Target Practice".

Quality of Life:

  • Header type HUDs are now thickened to look better(?).
  • Grammatical changes in description for some games.
  • Big messages (pops up on top middle) are now small messages (pops up on bottom middle).
  • Renamed "3 scores if win" to "worth 3 scores".
  • Disabled being pushed by the border during "Genji: 1 dash 1 kill".
  • Players now automatically look at the sky to increase awareness after "Avoid bombs from sky" has started.

Microgames Rework:

  • 14) Avoid the Kamikaze (No longer PvP and renamed to Avoid the Kamikaze(s). Players must stay away from the Kamikaze(s) (Junkrat bots) to avoid getting killed.)
  • 16) Goomba Stomp (No longer PvP. Players must jump on a Roadhog bot's head.)
dev
0NNB4

General:

  • Fixed no one wins the match when timer reaches zero right after round ends.
  • Fixed Soldier: 76(s) are not changing their facing directions randomly during "Ashe: Target Practice".
  • Wrecking Ball(s) now rolls pass through players & players cannot hit other players during "Hit the ball".

Balancings:

  • Reduced ammo from 10 to 6 during "Ashe: Target Practice".

Quality of Life:

  • Changed text "Left-click the sphere to answer" to "Use Primary fire on the sphere to answer" during question microgames.
dev
HXJD8

General:

  • Disabled infinite ammo during "Ashe: Target Practice", it was enabled during behind the scenes when trigger discipline was enabled (-1 life if miss).

Balancings:

  • Reduced the distance between player and the shaft before being pulled during "Roadhog: 10 hooks 1 UFO".
  • Reduced ammo from 15 to 10 during "Ashe: Target Practice".

Quality of Life:

  • Players are now invisible to be able see the goal during "Winston: Bubble Golf".
  • Third-person view is now disabled during "Ashe: Target Practice".
dev
FSHMS

Microgames Added:
26) Sombra: Hack to kill (Hack someone to their death. No hack cooldown)
27) Roadhog: 10 hooks 1 UFO (Hook an enemy under the light shaft to send them to death. Ability cooldown: 1.6 sec)
28) Hit the ball (2 Wrecking Ball bots are rolling around, hit one of them to score.)

dev
A6XGGF
dev
A6XGGF

Quality of Life:

  • Strengthen the look of the platforms.
  • Platforms and border lines now immediately recovered after a game is completed.
  • "Match Winners:" header is now changed to "Matches Won by Players:" text.
  • Added stands for each corner to not prove border lines are floating.
  • Changed the look of HUDs during boss stages.
  • Enlarged the flashing effect for indicating colors are switched during "Go to the color".
  • A sound effect is now played as well to indicate colors are switched "Go to the color".
  • Reinhardt bots now immediately disappear after "Avoid the trains" is completed.
  • A sound effect is now played to players who got injured during "Jumping Rope".

Microgames Added:
24) Winston: Bubble Golf (Leap and drop your Barrier Projector to the center)
25) D.Va: Touch the star (A star is placed randomly in the air, touch it by using Booster)

Boss Stage Added:
4) Ashe: Target Practice (You lose 1 life every 1.5 sec, hit the target to restore a life)

dev
4XPS2

Balancings:

  • Increased safe period from 3 sec to 4 sec during "Go to the color".

Quality of Life:

  • A flashing effect is now played to indicate colors are switched during "Go to the color".
dev
WQFJM

Quality of Life:

  • Fixed part of introduction message did not get removed after dismissing.
dev
FPHXN

General:

  • Fixed ultimate is not granted during "Mercy: One Punch" sometimes.
dev
HD6SC

Quality of Life:

  • Actually fixed "Special Mode:" header is placed under the selected mode for others sometimes.
dev
XGW3R

General:

  • Fixed boss stages does not actually award 3 scores if win.

Balancings:

  • Reduced charging speed of Reinhardt bots during "Avoid the trains" from 75% to 60%.

Boss Stage Added:
3) Go to the color (Go to the described color in 3 seconds)

dev
MR4XY

General:

  • Enlarged playfield for "Brigitte: Knock off an enemy" and "Roadhog: Sumo Wrestling".

Balancings:

  • Changed the ability cooldown from 0.6 sec to none during "Brigitte: Knock off an enemy".
  • Increased the pushing force and movement speed to 160% during "Roadhog: Sumo Wrestling".
dev
DV9MN

General:

  • Fixed players dies automatically during "Don't kill an enemy".
dev
RBK1W

Fix Attempt:

  • Players does not return to Torbjorn after a other hero microgame is completed rarely sometimes.

General:

  • Special modes now occur from 2nd match completed onwards, instead of 1st match.
  • Players are now greeted with few welcome & version messages on bottom-middle when they joined the game.
  • Changed how the right-side messages look like, also added "Latest code at https://workshop.codes/owwarez".

Balancings:

  • Changed the ability cooldown from 2 sec to 1.6 sec during "Genji: 1 Dash 1 Kill".
  • Significantly reduced the spread and travel speed of bombs during "Avoid bombs from sky".
  • Reduced the frequency of bombing during "Avoid bombs from sky" from 400ms to 500ms.

Quality of Life:

  • During "Slow Motion", all time mechanics including match timer, game randomizer, next round countdown, boss timer except for in-game microgames are now unaffected.
  • Improved reevaluation (response speed between your answer and the server) when answering during question microgames, green spheres that appears when you looking at it are removed since it's redundant & saves space as well.
  • Fixed "Special Mode:" header is placed under the selected mode for others sometimes.
  • Hero of the stomper during "Goomba stomp" has been changed to Roadhog with a jump boost rather than Genji with optional double jump, hoping it will be easier to stomp on someone.
  • Reinhardt bots no longer charge each other when facing the same corner during "Avoid the trains".

Microgame Added:
23) Mercy: One Punch (Punch someone with the blessed movement speed and Valkyrie-optional.)

dev
KXNFE

General:

  • Fixed beam does not kill players instantly during "Reach the end".
  • Players' third-person view are now cancelled during question microgames to be able see the answer spheres properly.
dev
OWWARE

Not a code but for "sharing URL".

dev
C1R6J

General:

  • Fixed round end removes the additional movement speed given by "Gotta Go Fast".
dev
G8DRW

2 Comments

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TechnoMaster#11323

I can't import the code, Is it too big for the workshop? I get disconnected many times trying to import it halfway. Server issues? On Americas Region.

Bonkorn#1122 creator

There shouldn't even be any issues when importing any workshop code, it had nothing to do with network connection or your hardware, therefore it's a smooth process with zero interfere.

You may find out if your region is being affected by the network connection issues here:
https://downdetector.com/status/overwatch/map/

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