Daniel Narvaez
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daniel-narvaez.com
Daniel Narvaez
@daniel-narvaez.com
Game Designer • 2022 PRGDA Scholar • YoungArts 2019 Finalist
Bummer. enjoy!
August 23, 2025 at 1:51 PM
I’m going tomorrow, will you be there as well?
August 23, 2025 at 1:50 PM
These new designs have yet to be tested, so I'm curious to hear from other designers who've tackled similar challenges.

What's your goal when designing quests for players?

What feedback might you provide on the work I've done so far?
March 30, 2025 at 3:41 PM
The result shows that on the first round players only need to focus on the completing the objective, which I predict will reduce confusion.

Next, I'm working on designing the quests themselves to reinforce the mechanics we teach them in our game's tutorial.
March 30, 2025 at 3:41 PM
To ease players into the game, the system starts with no Quests but introduces them as players progress.

The system also sorts quests by difficulty and presents them to players if they meet certain criteria.

⚙️ From an engineering perspective, the time complexity is O(n log n)
March 30, 2025 at 3:41 PM
Using what we had, I focused Quests on 1 of 3 areas:

➡️ Skillful play, for practicing the basics and improving technique.

➡️ Aspects (player abilities), for practicing combos. Aspects are like Boons in Hades.

➡️ Events, for providing a bonus challenge based on the round's objective.
March 30, 2025 at 3:41 PM
Playtests showed that its unclear to players what's mandatory vs. what's optional. It's also a lot of information at once.

Additionally, how might we design our Quests to incentivize practicing the game mechanics? I don't foresee our players retaining we teach them in a string of tutorials.
March 30, 2025 at 3:41 PM
The gameplay is divided into waves ("rounds"). Currently, our game will select 3 random Quests each round that the player can complete for in-game rewards.

Quests are optional, but they're displayed below the mandatory objective for completing the round itself.
March 30, 2025 at 3:41 PM
Rest is important! There will always be time to work haha
March 23, 2025 at 8:48 PM