Views by arnau
Explode the skyline!
Play the game in the browser on itch.io

Don't let them block your outstanding views of the beach! Sacrifice people living or planning to live in front of you by avoiding these buildings from rising too high.

We were only able to jam for 8 hours each day over the 3 days, so we had about 24 hours total time to make this game. We’re happy with the result though!
Can anyone get over 3K SCORE? Post a screenshot in the comments if you do!
| HTML5 (web) | https://johnnyginard.itch.io/views |
| Original URL | https://ldjam.com/events/ludum-dare/43/views |
Ratings
| Overall | 936th | 2.854⭐ | 194🧑⚖️ |
| Fun | 836th | 2.789⭐ | 194🧑⚖️ |
| Innovation | 936th | 2.581⭐ | 194🧑⚖️ |
| Theme | 992th | 2.327⭐ | 190🧑⚖️ |
| Graphics | 881th | 2.613⭐ | 193🧑⚖️ |
| Audio | 537th | 2.901⭐ | 189🧑⚖️ |
| Humor | 600th | 2.683⭐ | 185🧑⚖️ |
| Mood | 914th | 2.587⭐ | 180🧑⚖️ |
| Given | 186🗳️ | 194🗨️ |

not sure why you need to press the mouse button down... only reason to release it would be to click on the bomb
I like that everything feels well-packaged and finished!
I like the theme and swiping mechanic. What was your process for coming up with the story and gameplay?
Some ideas to make the world feel more consistent:
* Buildings blocks appear on existing stacks (rather than flying up).
* Swipe construction workers to halt progress on that building.
* Use the bomb to clear the stage (or remove 80% of the existing buildings).
Well done overall!
I think it could be nice to change the swiping to only destroy buildings if you do a horizontal swipe across the whole building, right now you can go vertically down the building which seems to be easier since the hitbox is larger that way, but it doesn't work as well thematically.
The score system and menus are nice!
Overall this was a good entry!
Overall, Cool game! Very unique from other stuff ive seen.
@rikun, as the descriptions; the sacrifice is to kill people by avoiding that their buildings from rising too high.


As of improvement, what if you make it more rewarding? Like giving the player more scoring if he precisely cut the glowing line without hitting the non cuttable ones, for example! Maybe also adding power-ups and juicy sounds/animations when you successfully cut the building, it could do great.
What do you think? Nice work, tho. Keep it up :))
Game is fun and addictive. Very nice!
Generally, very simple and pretty game at the same time, I enjoyed the explosion sound and effect, and the game is balanced enough not to leave the game in a short time
I also couldn't find any bugs, no matter how hard i tried, so really good job on that!
Well done
(And I even didn't reach score over 3k - but I was close! :P)

Good job!
Pros :
- Simple concept, thematically adequate and extremely fun.
- Nice graphics and audio that bring something to the fun mood
- Addictive scoring mechanic
Cons :
- Some kind of visual feedback (or more visible indications that you should only slide the colored lines) would help
Overall, great work !
The introduction got really good and it would look great on smartphones
Tips: I've played with the stylus of my graphic tablet. It was easier than with a mouse
I don't know if a shortcut key to trigger the bomb would be good to have. Since the player's cursor and mouse are preoccupied with the swiping, having a separate keyboard shortcut to trigger the bomb would have minimized the need to break the flow.
I'm not sure if you tried this, but if you wanted to adhere to the theme more, you could add sounds of people screaming (but not too much) and possibly people jumping off the sides of the building as it is being destroyed (again, does not need to be very big). The people jumping off does not only add a sense of you visibly sacrificing people, but also add an additional layer of visual feedback to the game and makes it feel rewarding for destroying the buildings. Personally that would make the game feel a lot better. However, I understand that you didn't have a lot of time for the jam, so keep it up!
I also think you had a nice tip in the comment to say to slice vertically. I think this tip could be added as text in the game's end screen after 1 or 2 losses, as reading that tip actually gave me the incentive to push for a better score now that I knew how to better "exploit" the mechanic :) Haha, of course that is only if it's your intention. It's a really nice game already.
I think what would have made things better is some form of lives or powerups or things you could do - imagine little seagulls that you could swipe through for some powerups or something like that (keeping in theme).
Alright, here’s my takeaway.
I’m going to have to list the major issues before I can explain the mechanics and whether they’re fun or not. So, without further ado:
• The controls are annoying because you can only damage tiny slivers of the buildings which are horizontal, not vertical. In a tiny window with a horizontal aspect ratio, swiping horizontally only feels natural, but vertical feels stilted and boring.
• The loss condition also felt super arbitrary, especially since most of the hitboxes were on the bottom of the buildings.
• Tiny issue: Pausing the game doesn’t stop buildings from spawning, so if you pause and come back, every single row will fill with buildings.
• The difficulty was all over the place. Normally, you’re supposed to use a difficulty curve that allows players to pick up the game and get used to the difficulty slowly without ever feeling like they’re being babied or that the game is punishing. However, this game completely misses the correct curve. For the first 30 seconds, it feels way too easy, whether this was the first play-through or the last. From about 30-40 seconds, it seems just about right. Then after that, it becomes a nightmare to use, and the difficulty serves more to beat the player over the head than to provide the player with engaging challenge.
• You placed the bomb powerup in the upper left corner of the screen and made it a button you have to press. That causes two issues. One, it’s not apparent that the button is even a button, and I had no idea that you were supposed to press it until I saw your comment at the bottom of the Itch.io page. Two, the button requires the player to move his mouse away from the game field and press it, and even though it has no consequences, it still feels terrible, especially since it would have been quite easy to make right click trigger the bomb instead.
• Finally, the tutorial is terrible. It tells you very little about the game and uses an image that doesn’t even try to represent gameplay. Heck, even the images and description did little to explain the mechanics, and that’s assuming that the player will read those (not a good assumption)! You need to include a good explanation of the game, even if it requires a wall of text at the beginning of the game (which is not something I would recommend, but it’s better than nothing). I spent the first 3 games trying to figure out what on earth I was supposed to do.
Phoo! That’s a lotta issues. Anyway, here’s a summary. There are a LOT of root-level issues that are a result of some bad design choices. The game is not fun. I wish I could say it was, and there are a lot of times where I can squeeze something fun out of a game, but in this game, the only fun is provided by the other aspects of the game: graphics, audio, and other stuff. Sadly, this will only get you so far. My rating: 2 stars.
Innovation… Hmm… I’m sorry, but I just don’t see any. My rating: 1 star.
Heck, this is a really interesting interpretation of the theme! I’m happy to see some uniqueness here, especially since this theme is very restrictive against creative innovations! My rating: 5 stars.
I can hear a lot of audio that isn’t original in this game. The seagulls and ocean effects at the end are, without a doubt, from somewhere on the internet, and the main menu is only slightly less obvious. The UI element and the bomb explosion sounds are unoriginal. The in-game music is hard to tell, but my guess is that it’s a mix of several different, unoriginal loops. Not to mention that it’s super loud and sounds terrible in the middle with a lot of clashing instruments (although the beginning sounds great). Heck, even the tower swipe noise is both awful AND unoriginal! It doesn’t get much worse than that! I can understand and even respect a little asset usage (or a lot if necessary) if the user is respectful of the Ludum Dare rules, but right now, you haven’t opted out of the category. I’m going to rate this a 1 star until you opt out of the category, because right now, this is cheating people who legitimately worked hard on their audio out of a higher placement.
Humor. Nada. My rating: 1 star.
The mood was inconsistent at best, and immersion-breaking most of the time. The audio, graphics, and gameplay are all inconsistent and serve more to prove that the game is an asset dump than to make a good mood and experience. As if the transition in music mood from the main menu to the game and to the death screen don’t speak for themselves. My rating: 1.5 stars.
Overall, I was really disappointed by this entry. It seemed interesting and looks like it had some time and effort put into it, but under the surface, it’s really just an asset dump in disguise. It only adds insult to injury when the creator doesn’t even bother to respectfully opt out of categories. Even if you take the art and sound away, the gameplay is boring and dysfunctional. I wish I had more good things to say, but I just don’t. My rating: 2 stars.
Also, a tiny little nitpick: Why is it named Venus? There are no relations between the name and the game. I mean, you couldn’t have just picked something super cheesy and used that? My second ludum dare entry was named “The not-so correct platformer,” which is an awful name, but it’s at least representative of the game. There’s no reason to call the game Venus. You might as well have named it Potato or Excel Spreadsheet.
Cheers,
The Koala Squad.
I will gladly answer to some of the statements you made that worry me the most and that are not a point of view. But first, I am happy to se that you really liked the theme!
The game was made playable on HTML5 as it has the best accessibility for everyone, however, as many others say in the comments, they know that it is much best suited for mobile or simply a touch screen, you may take that into consideration.
Many games are made for trial-and-error, and as far as I am concerned, the streamers that played my game or even the testers, understood the game like in your case, in about three attempts. I do not see that it really matters to lose your first 3 games in only 10 seconds to play another one consecutively to end up understanding its simple and only mechanic, I have seen much worse wastes of time.
Regarding the artistic branch, we had a dedicated artist for that job and we are very proud of her work. Same goes for the music. There are multiple platforms were you can compose your piece digitally and thus, creating your own content without having to rely on purchasing real instruments, learning to play them or even hiring musicians when the plan is to make a game with no budget in 3 days.
I would like to remark that the games made in an event like a gamejam should not be placed out of their context, where the main goal are not profits, but learning and gaining experience. But, do not get me wrong, the first person I would love to have writing a review of a full production game of mine would be clearly you! :)
To finish up, I do not understand what you mean by "Venus", the game is called "Views" which I believe it IS enough representative for the game.
Cheers, Arnau
Sorry about the venus thing! I misread the title, and was a little brain-shot by the time I finished that post.
It's fun, adictive and the graphics are pretty nice. The only downside I can see is that you can't make "combos" when you cut multiple buildings in a short amount of time / with one slice.