Thank you very much! I'll do my best so you can enjoy the full game!
Drazglb.
Creator of
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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!
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 =)
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!
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!
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...
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!
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 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 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!