Comments

Log in with itch.io to leave a comment.

Viewing most recent comments 41 to 59 of 59 · Previous page · First page
(+2)

I got an error:

FATAL ERROR in
action number 1
of  Step Event0
for object Ogalli:

Unable to find any instance for object index '102226'
at gml_Script_attack_state_enemy
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_attack_state_enemy (line -1)
gml_Object_Ogalli_Step_0

I was trying to do a super attack, and dodge rolled through a chicken instead. Then it locked up. I had just gotten the first gold drop.

(+1)

Then again, I deleted the game, but decided to restore it. Perhaps it's my fault.

(+2)

i absolutely love the boss battle theme

(+2)

I had problems with the control, but it's a great game, very good, even being in the demo

(+2)

Very nice! I really like this game, although i think i should be able to change the button mapping for the control. I have quite a problem getting myself used to the controls...
The graphics were nice and it's really cute, i like it. character movement also not a problem and i think it's good.
Overall i like this, keep on the good work my friends!!!
and i hope to hear about this game again soon

(+2)

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!

(+1)

Thanks for your reply! i'm looking forward to it, and wish you good luck with the project

(+1)

This was so cute! I enjoyed it a lot and definitely got a lot of Super Nintendo vibes from it, which is my favorite console. The art is just amazing. Is there a way to replay the tutorial level without reinstalling the file? I couldn't figure out how to do the super punch (green block with fist) again.

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!

Ok awesome. Thank you! 

(+1)

Loved it, I really liked all the hidden things and drops to find! The controllers weren't an issue for me, personally, tho I didn't use the shield. Also really liked the animations, it's clear they were made with a lot of care. Looking forward to the next demo!

(+1)

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...!)

Thanks for the reply! Looking forward to it c:

(+1)

Cute game. I think a button reconfig should be available. I found it funny that the run button works mid-air, the jump gets faster. Also, in 2 sections I couldn't reach a platform that was clearly meant to be reached and I've no idea why, I tried a lot and my platforming skills aren't that bad, honestly. And the whole droplet count seemed confusing for me. There's a lot of potential IMO. 

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!

(+1)

that is a very cute art style.

(+1)

Thank you very much ^^

(+1)

This game's fantastic.  Solid gameplay.  Superb animation.  Like.  When's this completed?  Love to finish.

(+1)

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!

Awesome.

(+1)

Looks fun.

(+1)

this was super adorable and immediatelynotice the smash controls with some buttons moved around  

(+1)

This was like... some of the chillest but fun games I've played in a while. I had worries with the controls, and shielding is still a little iffy, but I love it all the same.

(+1)

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!

Looking forward to it! 

(1 edit) (+1)

Really love Decline's Drops. You made a fantastic game. I hope we can play full version soon! GREAT WORK !

Also made a video (spanish lenguage). Decline's drops is landing to hispanic players :)

Thanks for this excellent form of art and expression :)

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

(+1)

Made a video


(+1)

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

Really happy to know you watched the whole thing , we really loved the game and want to play more when you have more to play.

(+1)

Absolutely loved this. Very impressive and FUN demo. Couple things I noted were if you jump right under a golden drop, you can stand in the air a bit just below it and jumping on top of it can create a lot of collisions and dust. Sometimes when I'm jumping forwards then go backwards, the sprite stayed forward but I could see this by design. I'm not always the best with analogue controls, especially in a platformer usually favouring the D-Pad for these types of games, but the control with the joystick was actually really tight, accurate, and I was able to play incredibly adequately. This game will continue to be on my watch for sure, especially now as I really enjoyed it. Keep up the great work!

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!

(+1)

Lovely and great game! Impressive concept and cool game play! XD

one thing I wish is slightly more animation frame for Decline(she is Decline, right?) : )

I love her move and want to see in more detail!

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!

(+2)

I really enjoyed this demo. Some notes I had is that it felt weird that if you released run while in the air you'd lose the extra speed. I understand why this happens but it takes some getting used to. Also a similar issue I have with smash is having the strong attack the same button as the other attacks it can cause some issues trying to do one over the other. I'd suggest potentially having those use the A button if you don't plan on having anything else be that. Something about the walking animation also seemed a little off to me, didn't feel like a walk more of hopping. Other than that this is a really solid demo and makes me excited for the whole thing, good job.

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!

(+2)

This looks really, really good in full HD (Twitter's compression doesn't do this game justice) and is a lot of fun to play. The only complaints that I have is the lack of rebindable controls (though there might be a good reason for it, like CrossCode) and the that the music sounds a little too mellow for this kind of game. It just needs to be a little more intense, along the lines of the original Crash Bandicoot or Rayman 2, which nailed having a balance of atmosphere and intensity and have a similar pace to this game. The only other thing is in the tutorial stage, there was some slight lag before a new animation that hasn't played before started to play. Going from a run to a fall would cause it. It never happened after the animation played once, so I'm assuming it has something to do with loading the animations into RAM for the first time.

Hey, thank you for your useful feedback. I understand the controls are a bit weird, but don't worry, next time I'll add custom controls! I'll discuss with the composer about what we can do for the music, that's actually the only one being that calm in the game.
As for the lag, I always wondered why it happened, so thank you, but I have no idea how I could fix this. Any suggestions?

One possible fix for the animation lag is to play them all once in the background before the loading screen is finished and before the player has control of the player.

(+1)

A wonderful demo! Animations are smooth, combat is fun, and the controls were quick to pickup (I used a 360 controller, and it worked fine right from the start). Loved the hidden caves - just like in Yoshi's Island!

A few odd frame drops near the start - maybe some background processing? Otherwise, a charming game so far. Keen for more!

Hey, thanks for your kind comment! I'm really happy to read that you enjoyed that tiny demo.
Yeah, frame drops at the start is an issue I'm trying to fix, I think it's due to a bad habit of mine to use very large sprites, which must be the reason behind the lag.

(+1)

Ahh ok that makes sense. Whenever I hear about loading issues I think back to Metroid Prime 1. It would hide loading times for new rooms behind the functionality of its doors. Whereby, you'd shoot the door to try open it, and it'd sit there idle until the next room was fully loaded, then it would open up. Hide loading times behind the guise of a malfunctioning door (considering the environments in Metroid, this made perfect sense).

Dunno if that example is of any help, but if you wanna keep your big sprites then there could be a way to sneak loading times behind something that seems normal/immersive for the game world.

I'll think about that, thank you!

Viewing most recent comments 41 to 59 of 59 · Previous page · First page