Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Daniel Narvaez

134
Posts
2
Topics
34
Followers
27
Following
A member registered Aug 26, 2019 · View creator page →

Creator of

Recent community posts

I think that's great, though! This is a really solid prototype, and one of my top rated for this jam. The fact that you have so much more to implement means you all can continue this project.

No need to apologize. I'm @salsero on Discord if your team ever wants to talk games.

Shutting off the lights is actually a great idea I had not considered. Should we move forward with the game my top priority is to expand the actions of the outside character. Thank you for playing!

Anytime. Keep me updated on your progress! I'm @salsero on Discord if you ever wanna talk games

No problem! Look forward to seeing your progress updates. DM me on Discord @salsero if you ever wanna talk games.

No problem!

I feel your pain. Adding things like upgrades or levels when we work on small-scale games are time killers, but there's always a desire to fit them nicely.

Looking forward to any updates. DM me on discord @salsero if your team ever wants to talk games.

Thank you for playing! We had a missed opportunity with fleshing out the camera action. Should we decide to move forward with iterating the game it's a top priority.

That's a great point you make. I didn't consider using the camera for looking ahead in any of the level designs. The most I wanted to do was use more than one camera in a single level.


Thank you for playing our game!

I agree with your feedback. We had an opportunity to design puzzles around multiple cameras in a single level. This was left out for scope reasons, but should we choose to move this project forward it's a top priority.

As for the movement bug, I believe the issue is we forgot to place a 0-friction PhysicsMaterial on the character.

Thank you for playing!

Done

My feedback for Three Lines:

What your game does well:

Your game has a unique mechanic that involves color matching and switching characters.

The audio fits the tone of the army of zombies hurling toward the characters.

What your game doesn't do well:

Despite the tutorial, your game has controls that ask a number of things of its players. If there is a zombie of color X and my hero of color X is in a different lane, I have to switch their spots once/twice, then I have to shoot, and if I confused A/D with Q/E i have to retrace my steps and get them in the lane they need to be in. 

Your interpretation of the them is moving in and out of characters, but by that definition any game that requires the player to switch their control between multiple characters can be considered an interpretation of this theme. I believe there's more you can do with this.

Areas of Opportunity:

I could just be bad at playing the game. But I believe there's an opportunity to make the controls less confusing. What I'm referring to is the distinction between the actions of switching between lanes and switching the characters in two lanes.

The players eyes are on the zombies trying to identify the colors for 90% of the gameplay. I recommend adding more visual and audio feedback to notify the player of whether they switched the lanes or the characters in both.


I hope this feedback helps!

Done

My feedback for Alone in the Dark?:

What your game does well:

The jump height is characteristic of the outer space setting.

The player has a clear objective throughout the game.

What your game doesn't do well:

Your game doesn't teach the player the controls at any point. Any players who aren't familiar with WASD or Arrow Control schemes won't know what to do.

Your game doesn't incorporate the theme 'inside out'. The player actions, goal, and objects formulate a play experience where the player must simply collect all items in the area.

Areas of Opportunity:

If this game's interpretation of the theme is a reference to the fear emotion and the Disney film about emotions, I recommend going all in on selling the fear factor. Right now the player is in the dark with limited view being chased by ghosts. They have no form of navigation, but they can run really fast. What other elements can you add to the game to make it really scary?

On top of that, what are some ways you might be able to incorporate the theme into the player actions or goals? Perhaps the player's speed is regulated by a stamina meter; they'd have to preserve it otherwise the ghosts are faster than them


I hope this feedback helps!

Done

I'm glad the feedback inspired an idea! Keep me updated on your progress.

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!

Done

Done

My feedback for Inside Xplorers:

What your game does well:

The game is easy, allowing the player to enjoy the sights of each country/place.

What your game doesn't do well:

The game advises the player to drive slow, but the controls for driving only allow for one speed. This undermines the developer's intention for the player to relax and enjoy the ride.

There isn't much execution of the theme 'inside out' here. Even from the explanation it didn't feel as though I was going in or coming out of anything. The play experience felt like a linear racing game.

Areas of Opportunity:

If the intention is for the player to cruise in/out of countries, some visual indicator could help here. The transitions right now feel like these countries are all the same place. I think a great opportunity is to 'show' the transition from going out a country and inside another.

I recommend adding gamepad support to this game if you want the player to be able to drive slow or fast, based on preference. Digital readers like keyboard keys are never good for this.


I hope this feedback helps!

Done

My feedback for Leaving the Nest:

What your game does well:

Your game has a common mechanic: entering and exiting a pod that affects the player character's maneuverability/weight. But what it does well is it takes this mechanic and triples the depth, requiring players to think strategically about the placement of all of their pods, and which ones are light enough to fly/jump.

Your game incorporates the theme 'inside out' that is unique. I haven't seen any games use nesting dolls in this jam so far.

The game teaches the player how to play at a pace that feels right. No puzzle felt too difficult for the time it was introduced to me.

What your game doesn't do well:

Inability to change trajectory while midair felt unnatural. There were a lot of simple jumps that were made difficult because of this.

While on jumping, some platforms I perceived unreachable because I wasn't able to tell where the ledges began. This was especially evident with the couch area; the cylindrical arms kept me stuck until I decided to push forward against them when I jumped.

Areas of Opportunity:

Now that you played around with jump height, character height/weight, and movement speed, what are some other characteristics you can implement into these nesting dolls? Toward the end the white and blue dolls felt so similar aside from the blue doll being taller. I would have liked to see the two have functions that might play into more complex puzzles. What do you think?

You can continue to build on this game. It has all the necessary components of a puzzle game, accompanied by the UI needed to teach your new players.

The jump action can be tweaked to accommodate the issues I mentioned above if you so choose to do that.


I hope this feedback helps!

Done

No problem. DM me on Discord @salsero if you ever wanna talk games.

No problem. As a game though, you did a pretty good job. DM me on Discord @salsero if you ever wanna talk games.

My feedback for Into the Depths:

What your game does well:

Your game incorporates the theme into its story and its gameplay. The player has to control both characters in order to survive until the rescue team arrives.

The art is simple and readable. It's easy to tell which room is which based on the manual's names for each.

Controls are responsive and simple. Climbing ladders is instant and helps save time when the inside character needs to extinguish a fire.

What your game doesn't do well:

The manual is difficult to read, and it's harsh on the eyes. When you have a pixelated font you have to be methodical about how large it is and how much of it you're giving to the player at one time.

The gameplay got stale after a few minutes. It seemed like all there was to do was put out fires. Eventually I stopped needing to switch to the outside character entirely

No Audio.

Areas of Opportunity:

I saw there was more than just the room names with switches in the manual. I imagine you had more planned for the inside character to do.

 This game could be phase-based. That is, in phase 1 the inside character only puts out fires, and in phase 2 the outside character takes charge and guides the inside character to the transmitter and how to operate it.


I hope this feedback helps!

Done

My feedback for Bloodbot:

What your game does well:

Your game has all the hallmarks of any good top-down space shooter. The art and graphics complement one another.

This is a simple interpretation of the theme 'inside out' but works.

Enemies and power-ups are balanced. There's no enemy too difficult and power-ups last a good amount of time for players to make use of them.

What your game doesn't do well:

The game lacks enough feedback when the bloodbot takes a hit. The flashing is there, yes, but the player will only know they got hit if they're looking at their ship. Most of the time the player's eyes are on the enemies.

The theme is baked into the game's aesthetic, but that is the only part. The entire game, as an abstract system, has been done so many times. I would have liked to see you incorporate the theme with the player's actions or the behaviors of enemies/objects/etc. 

Areas of Opportunity:

If you're approaching the theme as the game's setting, and the bloodbot is inside the human body, perhaps a way to integrate the gameplay with the theme is to consider the health of the human you are shooting lasers & destroying viruses inside of. That might add an extra layer and affect the player's choices. There are, of course, other ways you can approach this.


I hope this feedback helps!

Done

My feedback for Daydreamer:

What your game does well:

Your game's art is cohesive. No asset felt out of place. 

The controls are simple, and don't ask much of the player. This allows them to enjoy the story that the developers want to tell. The ending is a moment players can relate to.

The gameplay is a brilliant execution of the theme 'inside out', tying the setting and the puzzles together.

Dialog felt paced and legible, despite the use of the star-themed font. It worked in the game's favor.

What your game doesn't do well:

I have a hunch that the 'Z' key was chosen to return Ashley to the real world because of the letter Z's association with sleeping and coffee by extension. From a controls standpoint this is could be uncomfortable for the player's left hand at times.

At the end when Boughdough begins to cry, it could have a lot more impact. Right now it falls short of its full potential because the player doesn't spend a ton of time with them to be emotionally attached.

Areas of Opportunity:

This is the first game I've played in the jam that left me wanting more. More puzzles, more tension between Ashley and her boss., etc.

It's great start for a project, and it has a lot of potential to be a bigger, scalable project. You have all the core components, it's just a matter of building and combining them.


I hope this feedback helps!

Done

My feedback on Intus De Limo:

What your game does well:

The tranquility in each of the cores is peaceful. The graphics are nicely done as well.

The game is a concept for the theme 'inside out'; extract cores from inside slimes and bring them out to repair the ship.

What your game doesn't do well:

From my perspective as a player, it seems like the game is trying to do a lot at once. Other than walk around in the overworld there isn't much else to do. This could have been a stage select menu.

The controls in 3D segments feel unresponsive, or the player is confused about how exactly they work. When I held right click there's no visual feedback at all. It sounds like a sucking sound but it's not clear the range or the power of this action.

I also wasn't sure how to move myself toward what I'm supposed to mine without depleting all my oxygen. This seems counterintuitive.

Areas of Opportunity:

You've got a great concept for a game, but the execution could improve. I recommend making it more clear than just a controls menu on what the player is supposed to do in those 3D segments.


I hope this feedback helps!

Done

My feedback for Sick Day:

What your game does well:

The game makes use of tower-defense elements to execute the theme in a fun way. 

The controls are easy to learn, and the UI gives the player all the necessary information they need in order to make strategic placements of the white blood cells.

What your game doesn't do well:

It might just be me, but the game struggles with balance and variety. I got really far with just using the 35-cost gunners. I also didn't understand the brawl cell if it can't move past the bounds of the mitochondrion.

Although the pathogens look different, they are pretty much the same enemy with varying health.

Areas of Opportunity:

I would find ways to give the player a more compelling reason to place down other units. Perhaps you could make it so that different white blood cells can deal more damage to certain pathogens?


I hope this feedback helps!

Done

My feedback for Yo Joe!:

What your game does well:

The art is vibrant, and takes the necessary precautions for its flashy behavior. It's also thanks to the colors that players can identify the stains they have to watch out for.

The game states what the controls are from the beginning, and so I had no problem figuring out what to do or what the goal was.

What your game doesn't do well:

There isn't much execution of the jam theme found. More can be done with the narrative of tears coming out to tie it to the gameplay. Right now all the player does is revolve the tears, but they have no part in where the tears appear or what goes on inside (before they come out).

Areas of Opportunity:

With the stains you have a great common enemy, but as the game goes on the gameplay becomes repetitive. I think there's a great opportunity to introduce stains with different behaviors/movements.


I hope this feedback helps!

Done

Anytime! Keep me updated on any new progress in your developer journey. I'm @salsero on Discord.

Anytime, good job. DM me on discord @salsero if you ever wanna talk games

My feedback for Pudge Wars:

What your game does well:

As a fan game you offer some players nostalgia; those who play DotA or a game with similar characters and rules. 

The controls from those games transfer perfect, and so your game is easy to pick up. For players unfamiliar you offer them a practice mode to get acclimated.

The audio, while a direct rip from its source is fitting. The angelic chorus at the player Pudge's death is funny when I'm looking at a fully-pixelated setting.

What your game doesn't do well:

Former League of Legends player here. For those kinds of games the camera works well for how its set up; it's necessary because of the large map. For your game that same setup works against it. The map is small enough to fit on a single screen, and with the high sensitivity and 9 copies of Pudge it's guaranteed the player will lose track of their Pudge.

Areas of Opportunity:

I understand the camera is designed to stay loyal to its source material, but with your game I recommend dropping it entirely. It also presents an opportunity for your game to offer the player a different play experience in the genre.

Perhaps adding UI that distinguishes the player Pudge from the others, like a different colored name or a ring around their feet.


I hope this feedback helps!

Done