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Drazglb.

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A member registered Jul 01, 2020 · View creator page →

Creator of

Recent community posts

Thank you very much! I'll do my best so you can enjoy the full game!

Hey Spielpro, thanks for your awesome vid and nice comment! I really enjoyed watching you play Decline's Drops (and it also makes me realize how much the game has actually changed/improved since this demo, which is great too) and I really hope you'll like the final game! See you next time!

Really nice experience. I felt bad for this poor guy! 

(And I already wishlisted Toodee and Topdee.)

Hey, thank you very much!!! Too bad I don't understand portuguese...!

Hey there, thank you very much for your feedback and bug report!

There's a ton of things that need to be improved regarding the combat system, and I have to find ways to force the players to vary their strategies. I noticed what you mention too and actually, it kind of applies to every enemy who has more than one HP, so I'm currently trying to find some solutions. One could be, for example, to add way more HPs to the enemies so the attacks can have more important differences in term of power, making it so the jab only is dealing minimum damages and used for reacting quickly. Another solution is, as you said, creating a hitstun state for enemies when they get combo'd, and I'm thinking about enemies that need you to perform specific attacks in order to get hit.


Thank you very much again!

Thanks a lot!

It is! I will do my best to improve the game feel . Thank you very much for this constructive playtest!

As I said on Twitter, it was very fun to watch you play the new demo! Thanks a lot!

Hey, thank you for playing Decline's Drops! I'm so happy you enjoyed it.
I agree, there are not lots of enemies for now and the only one who has more than 1 HP is the chicken. This is something I'm working on and there will be lots of new and tougher enemies to fight in the final release, of course. For the next demo, you'll see more enemies too! Stay tuned =)

"Lesbian Cottagecore Sonic" I love it. Thank you for that comment, and very glad you enjoyed the demo!

Thank you very much, I really appreciate it. Customizable controls will come later, but I changed the gamepad default mapping for the next demo.

As I said on Twitter, really enjoyed watching your playthrough and your voice is really nice! Thak you for playing my game, hope you'll like what's coming next.

Thank you very much for your message! I'm really happy you enjoyed the demo.

I added and fixed many things in the next update, and changed the controls for the gamepad. Keyboard controls will stay that way for now, customizable controls will come later but it will be in the final version, I promise!

Hi, first of all thank you for your kind message and your very useful feedback!


I'll be honest, I never thought about that problem. While I do have many ideas for the bosses, I must admit the way you fight them is indeed similar to the ones you fight in the Super Smash Bros. series, or the Shovel Knight bosses, to give another example.

It's actually a very good advice, and while the first boss is already done for the next demo (and I currently don't have the time to remake it), I'll definitely consider the question as I now think of many new possibilities. A huge, huge thank you for that.

I sincerely hope you'll enjoy what's coming next!

Oh, thank you for playing my game! Next time, you'll obtain a reward, believe me!

This is looking very good. Unfortunately I don't have time to try it now but it is very promising!

Thanks a lot!!

Thank you!

You're right, I'll fix this in the next demo.
Also this is the very first stage, so I don't want it to be too hard. But don't worry, I'll spice things up later!

You're right, and it's something I just fixed!

Thank you very much!

Hi , thank you very much, I really appreciate it! I'll answer to both of your questions.
The game is planned to be released on the end of 2021, probably early 2022.
As for drawing tips... Well, to me there's only one rule: training. Train a lot, stay focused, and over everything have fun even if it's hard!

Well, you can thank Pixelated Pope for the amazing tutorial he did about keeping aspect ratio and cameras! I made my own camera based on these tutorials:

(1 edit)

I am really, really happy you liked that tiny demo! Thank you, I hope you'll like what's coming next!

Hi there! There's no reason I wouldn't reveal how I work ^^! Actually everything is hand-drawn frame by frame and I use Clip Studio Paint Pro EX. I export the animations as PNG files directly in Game Maker Studio 2. Same goes for the backgrounds. Hope you find this useful for your next project!

Thank you very much! Another demo is coming very soon, this month or next month :).

Wow I loved your style, great video! Thank you for your amazing feedback! I know the power punch move is badly explained, you actually just have to run for a certain amount of time and then when the character starts to blink you just use the attack button!
Again, thank you very much!

Thanks! Honestly I don't know... Backgrounds are inspired by some of my favorite painters, mainly Impressionists or post-impressionists such as Claude Monet, Pissarro, Degas, but also Erin Hanson or Claude Gellée (called le Lorrain).
As for the animations... Well, I'd say it's quite Kirby-ish? I think it kind of looks like Hollow Knight in some way...

Thanks a lot for playing my game !
You're not the only one having issues with the button mapping, I will try to make them more pleasant to use next time. As I said, custom button mapping will be added later.
I hope you'll enjoy what's coming next!

Thank you very much! I'm glad the controls were fine for you, but I will change them anyway (and add button mapping later).
Next demo coming this month (maybe november...!)

Hey, thank you very much! I'm very happy you enjoyed playing Decline's Drops. As for the tutorial, for now you just have to restart the game, as there are no real saving system yet.
As for the "super punch", it's badly explained, and I apologize for this. You have to run for a certain amount of time. You'll hear a specific sound and the character will start to flicker. All you have to do is now pressing the attack button!

Nice feel, it would have been nice to have better control for jumps, but overall for a game down within 72 hours, this is very good! Nice music by the way.

Hi, thank you for your constructive feedback. The run button works mid-air to allow more precise platforming. I wonder where are these 2 sections you're talking about, but there are some hidden mechanics that could have helped you reach these areas (smashing the attack button while performing the dash attack gives you more speed, however, you should be able to reach every platform in the first level without that mechanic).
Button reconfig is something I consider in the future, but it's a bit complicated and overall long to set up and will be implemented later.
I'll try to improve lots of things in the next update coming this month!

Thank you very much ^^

Hi! Thank you very much for your kind comment (and rating!). The final game should be released during the end of 2021 or early 2022. There will be a new demo later this month, so stay tuned!

Haha thank you very much, glad you liked it! I know, I don't like how the shield works for now, it will be improved next time. Thanks again!

Thank you for your excellent video too! Couldn't understand everything but I really liked how you showed how the game is played!

Excellent! Thank you, I watched all of it and it was very fun and interesting to see you play!

Thank you very much for your feedback, I take good notes of your opinions and will try to improve the game feel!
I'm just afraid the Smash attacks will remain like this, as the A button will have another important use later in Decline's Drops.
The walking animation may need to be improved, it's actually more of a sidestep animation.
Again, thank you very much! I hope you'll enjoy what's coming next!

Thank you very much!

I definitely want to add more frames to "Globule" (that's actually her name, Decline is... something else, you'll see it later) but I have so much work to do, I just can't go back too much on the older ones. I'll try to change that when I'll have more time!

Thank you for your feedback, Aamp! I'll try my best to fix these little issues you mentioned.
The fact your sprite stays forward is intentional, I'll add an animation to make that clear. I'll implement D-Pad control later, as well as button mapping!
And again, thank you very much! Very happy that you enjoyed it!