Decline's Drops

Decline's Drops

Προβολή στατιστικών:
 Αυτό το θέμα έχει επισημανθεί, οπότε πιθανώς είναι σημαντικό
Drazglb.  [δημιουργός] 20 Σεπ 2022, 13:27
[Decline's Drops Feedback]
October 10th Update: as the Bug Report topic, this place now can be used to share your feedback about the Demo & the Full Game!

Hello everyone and welcome in Decline's Drops!

So, this is once again a very important place here, as this is where you'll be able to share your impressions about the game's demo. It can be about anything, controls input, game design, level design, gameplay, anything. As long as it's about Decline's Drops, of course.

I hope you'll all have fun playing Decline's Drops!
Τελευταία επεξεργασία από Drazglb.; 10 Οκτ 2024, 13:45
< >
Εμφάνιση 1-15 από 32 σχόλια
hey, so this is a grand game and i'm 100% gonna buy the full release, however there are a couple of control related things that I would like to be looked into.

control config
you may have already added this to the full release, but if you haven't please do it would make the game way more accessible for different users.

accidental SMASH attacks
from my experience, I sometimes accidentally do a smash attack when I want to do a normal attack, so in addition to the control config, also add an option that changes smash attacks to be a button input instead.

I love this game, and it's alright if these things aren't added, but with these additions I believe it would improve the game overall, thank you for reading.
Hi,

As a backer I just want to reiterate what Vibey mentioned. This is mostly an issue with games that include "Smash-like"/Platform Fighter controls, but I would also like the option to remove Smash attacks from the control stick entirely and bind it to a button/right stick.

This is because, I think, there is a wide variable in the sensitivity of your stick to what should constitute as a smash or a tilt attack, and I think it would ease a lot of people's mind if there was simply an alternative method.

Everything else, I found, was perfectly good.
Don't understand the inclusion of a run button when 99% of the time it's going to be held down, causing physical strain in the process. Did not find a single instance in what I played of not wanting to just move at run speed the entire time and did not find an option to toggle "always run" on. Very uncomfortable to play in its current state because of this.
I hope that you have the plan to implement key rebinding. The default layout control for keyboard is the craziest ♥♥♥♥ I've ever seen in my 20 years of PC gaming. I bet none of you have ever played a 2D game with keyboard before
FINALLY this game came to Steam! And I am very pleased to play it! the controls are very smooth, the main character is very agile and the art is SO gorgeous! Although, the first stage give me a bit o trouble to get that very fist rainbow drop at the begining of the stage - THAT was nothing compared to next stages!
I hope at least the game DONT' relly on the precision plataforming too much because the first stage was fun but next ones weren't that much fun...!
Αναρτήθηκε αρχικά από rory:
Don't understand the inclusion of a run button when 99% of the time it's going to be held down, causing physical strain in the process. Did not find a single instance in what I played of not wanting to just move at run speed the entire time and did not find an option to toggle "always run" on. Very uncomfortable to play in its current state because of this.
Came here to post this exact same feedback here after playing the demo in the next fest, which I still completely agree with.

It's especially frustrating bcuz I really like what's going on here and the boss & bonus stage (which I don't remember being in the demo 9 months ago?) are both GREAT but this game literally hurts to play right now xD
Drazglb.  [δημιουργός] 20 Ιουν 2023, 1:50 
Αναρτήθηκε αρχικά από rory:
Αναρτήθηκε αρχικά από rory:
Don't understand the inclusion of a run button when 99% of the time it's going to be held down, causing physical strain in the process. Did not find a single instance in what I played of not wanting to just move at run speed the entire time and did not find an option to toggle "always run" on. Very uncomfortable to play in its current state because of this.
Came here to post this exact same feedback here after playing the demo in the next fest, which I still completely agree with.

It's especially frustrating bcuz I really like what's going on here and the boss & bonus stage (which I don't remember being in the demo 9 months ago?) are both GREAT but this game literally hurts to play right now xD

Hey, thanks for the feedback! So maybe you haven't noticed it but you don't have to HOLD the run button anymore, just press it one time and it will stay in the run state. Also note that, as in old Kirby games for example, you can also choose to tap left or right twice to start running. I encourage you to give the demo a try again to see if that's more comfortable that way! Thanks for playing!
Wow really surprised by this true gem. couple of issues I found:

-Run button could be a good idea if implemented correctly but I feel the game dont explore this mechanics enough, maybe if your walking speed is faster the gameplay will be more fluid.
-Your character has a lot of inertia which makes a lot difficult to land on certain platforms sometimes
-The main menu presentation could be a lot better (design wise and options in general)

The art style is awesome and level design is great imo.
So I feel bad cuz my complaints might go against the whole concept of the game. But I didn't get the point of the Smash-style combos. You can't put the boss in a hitstun/juggle period, and it makes dealing with smaller enemies odd and slippery. The delay behind attacks makes certain gimmicks like the tomatoes and bells frustrating; you gotta return the stick to neutral to gain access to your fastest attack. Disrupts the flow for me.

And there's no benefit for knocking back enemies, it just makes them more annoying to track down. Maybe if they took damage from bouncing off walls or each other, I'd be like, "Yay, fun!" but it just felt annoying chasing them down, or having to use the same upward launching combos over and over to better manage them. Levels already run pretty long, and milking enemies for style just made em even longer when I could just smash attack them and finish them off and get a D. Is style going to be tracked or rewarded in any way? If not, it's just distracting and encourages you to play in an irritating way.

The main character is really floaty with heavy inertia. I'm not sure if I feel positively or negatively about it, but it can make camera movement dizzying.

I did enjoy the level design, though. Again, I think they run long considering the game's combat, but I had a lotta fun figuring out how to find heart containers. I realize this compliment isn't taking up as many characters as my complaints, but I was very impressed by the levels.

Also, I echo the run complaint. Every once and a while I wouldn't flick the stick hard enough to run and it annoyed me. I did not see a single situation where I'd rather walk than run.
Τελευταία επεξεργασία από Tim; 21 Ιουν 2023, 2:18
Αναρτήθηκε αρχικά από Drazglb.:
Αναρτήθηκε αρχικά από rory:
Came here to post this exact same feedback here after playing the demo in the next fest, which I still completely agree with.

It's especially frustrating bcuz I really like what's going on here and the boss & bonus stage (which I don't remember being in the demo 9 months ago?) are both GREAT but this game literally hurts to play right now xD

Hey, thanks for the feedback! So maybe you haven't noticed it but you don't have to HOLD the run button anymore, just press it one time and it will stay in the run state. Also note that, as in old Kirby games for example, you can also choose to tap left or right twice to start running. I encourage you to give the demo a try again to see if that's more comfortable that way! Thanks for playing!


You could change it to a 'walk' button instead. It's useful for the one space drop-through areas, to walk sometimes. Held down 'run' all other times, though. So yeah. Not needing to hold a button is good. I got used to holding it in Spelunky so in Spelunky 2 I have to hold it even with the option to use it as walk instead.
I'm also going to pop in and say I wish the button was press to walk instead of press to run, as I very rarely want to be doing anything other than running.
The other thing I thought was weird was the upwards air attack has a slight flutter *after* the attack plays out, but it would feel a lot better if it did it during.

All in all, both minor things though, I had a good deal of fun with this demo!!
Does not like xbox 360 controller.
Or Switch Pro Controller.
i played the game a little and you have something here. i guess my only complaint so far is that the game has a seemingly deep combat system and the enemies die too quickly before you can sauce them up. Also the special moves being based on numbers and not just a meter is really weird...
< >
Εμφάνιση 1-15 από 32 σχόλια
Ανά σελίδα: 1530 50