My feedback for Tornado el Patriko: Dust Devil:
What your game does well:
Your game has a good and scalable mechanic that has many applications. It's a great interpretation of the theme 'inside out'.
Your game introduces a feature of your core mechanic one at a time to the player, giving them breathing space to acclimate themselves to each one.
Puzzles were simple, yet challenging. Required players to make use of everything they learned from the game.
What your game doesn't do well:
There are creative uses for the vacuum when it comes to combat, however there was too little combat in the level designs to justify the boss fight at the end. Up to that point the player has little experience with using the vacuum for fighting.
This is further undermined by the randomness in which non-damaging objects appear from enemies. The entire game's level design has predictable solutions because the solutions remain the same each time. The same cannot be said for enemies.
Areas of Opportunity:
Combat wasn't directly introduced to the player in the same way that there was a long segment for teaching each of the vacuum's mechanics. I think a good opportunity here is to add a segment with more enemies, each that require the player to think methodically about using the vacuum to defeat them.
This can be done with enemies that have a predictable pattern. Right now there's no telling where the non-damaging objects will be shot.
I hope this feedback helps!