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Daniel Narvaez

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A member registered Aug 26, 2019 · View creator page →

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I'm a game designer who can also program. I fall short on Art, and would like to collaborate with someone for this jam.

Really cool game. I had a lot of fun playing through the first dungeon, but I did run into something you may want to address. As soon as I started the next dungeon my hand opened with 5 bows and nothing else. I couldn't use the bows because I had no arrows, but I also couldn't draw anything because the hand limit is 5 cards. Essentially I was locked from doing anything.

The game has a lot of promise, and I'm not sure how much would go into fixing this, but I hope my feedback helps!

hey Evan and Chloe, I know this is kind of selfish of me, considering that the Jam has started, but my teammate backed out due to an emergency. If you’re still looking for teams maybe we can collab?

Hey y'all! I apologize for not getting back sooner, but I have found a teammate for the Jam. My apologies and I hope you all found someon

Hi Jet, I'm not sure if you're still looking for other people to work with? I'm a game designer with general experience across the board, but I've never done a jam before. Let me know if you're interested and I'll send you my discord

now THIS, was truly awesome. You all nailed the aesthetic choices that were inspired by your references from the presentation! One choice that really sold the horror was the juxtaposition of these cute characters in an eerie mansion that feels haunted.

When you both first talked about this concept, I was really inspired by the level of dedication. The clay sprite animation was incredible, and the process of taking something in real life, photoshopping each frame animation, and plugging it into Unity is something I can relate to really well. Although we didn't get to see the true version of your concept, I still think this is a fantastic starting point. Keep up the great work.

This was truly an ambitious project. It was quite the trip. All of you combined your strengths and clashed genres/platforms together to tell a story that maintains it's meaning throughout. My favorite part was definitely chapter 1. Will (I think) worked really hard and I can see he even took a lot of the feedback into consideration.

This was a really well done platformer. I had a lot of fun trying to be as stealthy as possible. I've also never really seen the platform genre focus on this kind of gameplay, either.

This was a neat take on the genre. I greatly appreciate the art direction. Everything looks like it was drawn by hand and scanned to the computer. I'm still trying to familiarize myself with digital art, and I'd love to learn more. great job!

In the first level I had a bit of trouble figuring out what to do after finding the syringe. I kept dying if I crawled from the very front. When I discovered that you have to go through the middle of the rocks and crawl, it was like a reward in itself. I’ve always admired that in games.

You did such a fantastic job on the two mechanics. What’s great is that they feel like they belong together: the grabbing of objects and the snapping to ledges. I should also add that the animations look clean, great job overall.

Each level felt like its own world, and they did in fact remind me of a dream. The combinations in dreams never seem to make any logical sense, but they catch our interest anyway when we try our best to remember them. The presentation of the game’s theme is handled well through the art and sound.

My favorite moment was easily when I could pick up the lawn mower and smack the bulls. By that point I was furious with the RNG spawn of the bulls because they kept killing me in the first two phases.

Some of my favorite moments were during the second phase of the game, when I finally caught up with an ingredient that was clearly running away from me. It also felt really satisfying to see the ingredients all come together. It was fun to be a floating pot while playing this game.

I actually really like your art style, even in the games before this one (remember that walking sim you worked on with Yuen and Ava?). I’ve never been any good with pixel art, but I can tell you were coherent with your choice of art/theme with this game.

I always enjoy seeing what games you come up with, because while they all come from a common point of interest, it is clear that each of them functions differently from the others. One thing I could recommend for this game is to tone down how many obstacles you are giving the player at once. I remember while playing through level 3, I was overwhelmed. It felt a little claustrophobic. Other than that good job, Cecil. Keep up the good work.

This game has a lot of potential to be something bigger. You could make each thought or distraction have actual academic problems and think of a way that players might have to approach each thought differently, thus keeping the gameplay fresh at all times. Overall, keep up the good work Yuen!