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Role

Solo development

Genre

Score-chaser

Arcade

Tools used

Unity

FMOD

Pixel Composer

Aesprite

Duration

4 days

About

This is a jam game developed around the theme “View.”

Back in the old days, we were often annoyed by intrusive pop-up ads blocking our screens. That frustration sparked an idea: What if we could just smash the hell out of them when they get in the way of our “view”?

….and that is how the idea for the game was born.

Brainstorming ideas for the theme

Humble Beginnings with a Big Scope

The original idea was to create a strategy game where players place store items strategically to increase customer “View.” With better visibility, the store would generate more revenue from relevant items.

The game was inspired by Balatro, and I wanted to experiment with a synergy-based design, where different items interact and amplify each other.

However, the idea eventually fell apart.

This was my first time ever attempting a synergy-driven game, and I had no prior programming experience related to this genre. On top of that, the scope quickly spiraled out of control. I kept adding features on paper without fully understanding the time constraints, technical limitations, or my own skill level.

By the time I realized this, I only had four days left.

Brainstorming ideas for the first game

Change of Direction and Narrowing the Scope

So yeah, at that point, I knew I had very little time left and had to focus on one core mechanic. The idea hit me out of nowhere. Pop up ads. What if you can smash the ads ?

The game still struggled with scope creep, but strict time constraints forced me to stay focused on a single core mechanic. I originally wanted to make a full bullet hell with tons of ad variations and cursor abilities. Here’s an early concept:

Due to time limitations, I had to stop brainstorming and move directly into prototyping.

The first prototype felt very stale as there was no feedback when the player hit the ad block:

 

However, adding particle effects when hitting ads greatly enhances the feedback, making interactions far more satisfying in the final version of the game. 

Balancing the flow

Cursor Health

This prevents the player from mindlessly smashing everything, preserving the game’s intended challenge. Below, God Mode is enabled for comparison.

The score system

This gives the player a clear goal and motivation to achieve the highest score possible.

Rage bar

This works alongside cursor health to add pressure, giving the player another element to manage while also aligning with the theme by blocking the player’s “view.”

Together, these systems shape the game’s pacing and tension. Cursor health limits reckless play, the score system gives players a clear objective, and the rage bar continuously pressures the player by obstructing their view.

Post-mortem

This jam was a valuable learning experience. It reinforced how damaging scope creep can be and showed me that strong, coherent gameplay paired with effective audiovisual feedback can elevate a game far more than feature-heavy complexity. I was particularly encouraged by the positive feedback from players I didn’t know.