Baby Blues Nightmare

Baby Blues Nightmare

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Naus Jun 12, 2024 @ 11:02pm
I forgot where it said to leave feedback, so I'll just throw it here
I don't typically play horror games, but I like the liminal space vibe, and with it being demo week -- I gave this one a shot. There's a lot of demos out, so I've been making an attempt to play each one until I die, and then I move onto the next game, unless one is really fun.

I generally like the pacing, but the part where the kid starts crying was not super enjoyable. It wasn't the crying part specifically. Just that the game mechanic is that eating the candy bar cures the crying debuff, but the tool-tip to explain this comes and goes really fast.

As someone who doesn't play horror games, I tend to be really on edge when things get scary. So when the baby-gate is unlocked, and we're making our way to the sound of the shouting adults -- there was a LOT of focus on imminent danger and scariness. Which makes sense that the baby is crying. But there's so many energy going on that if you're not focused on the tool-tip to eat the candy bar, it can be very uh, not so fun.

I went around for way longer than I wanted before I realized I could stop the crying. I think when I found the apple, the apple tool-tip is like "hey, you have an inventory, check that ♥♥♥♥ out?" And sure enough, candy bar that fixes crying. That makes sense. But I could see some people rage quitting if they can't figure out the crying thing. It's not tension, it's annoying.

I think in an ideal setting, learning the crying mechanic prior to the baby-gate would be great as everything prior to the gate felt safe. A safe area to learn the mechanics and get a good idea of the controls.

But after the gate, my "learning mode" basically switched to "freak out mode," and my focus on trying to learn the mechanics wasn't the best, and it was easy to miss timed tool-tips.

Although I did make some efforts to mess with things. I jumped down the stairs and didn't get fall damage. I just wanted to see if I could be a dead toddler. I also was able to put the yellow stool on the table under the ceiling fan and tried to jump into the fan. The character just phases through it. Neither of those need to be changed. Just things I tested.

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Again, it's not really my thing, but I do feel the game is pretty polished and has a lot of potential. Certainly some love went into it. I really like the kid drawings on the ground. And I relied on those to help me figure out what to do, like the stool thing. Very well done.

I didn't do much with the crayon. I saw it, and drew some weiners on the walls for the lols, but didn't do anything meaningful. A nice bit of creativity.

The rat jump-scare got me good. Because I was under the assumption the pre-baby-gate was safe, I wasn't too focused on jump scares, and was just learning. So when they hit, they hit hard.

Additionally, the doll falling down on the way out of the vent also got me. And when I tried to throw it back up on the shelf it just phased right through the ceiling and floated into space. crazy magical doll.

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I'm not sure how I feel on the story part. The idea that the parents are fighting was scary. It wasn't magical, so there was some tension. What's going to happen? Is the baby going to stumble upon a dead parent?

When it become apparent there were supernatural vibes like the teleporting dolls, and the basement just being really weird I lost my fear of the game. Just felt kinda whimsical at that moment. Not my style, but could be anothers. And like a lot of things, it may build into something really cool.

I felt like my focus was split between two things. There was the fantastical mystery of the super natural, but there was also the immediate concern about the parents fighting. The two things don't seem inherently linked, but almost seem to clash. When I saw supernatural stuff, I stopped caring about the parents, because whatever they were doing isn't going to be as important as like doll demons. And doll demons are so fantastical they're not scary. So it was kind of a wash.

It's absolutely the kind of stuff that would scare the ♥♥♥♥ out of little kids who were big into Five Nights and Bendy. So it's not bad. Just not my style. I think the Bendy game had some of those weird things, where it starts off kinda realistic creepy, but then just gets off the rails. Freddy is like that too. Always trying to one up itself.

Anyways, I only played up until I died, so that was early on in the basement. Saw a monster, tried to fight it. Got ded. So I wrote this.

It's not my style of game, but I can absolutely see myself watching a playthrough later to see what the story is all about.

(I was just thinking it would be a funny way to cheese the 2hour refund window if there was a 2 hour video in the play room where some diehard players would sit there and watch the whole thing before quitting and realize they're out of the refund window, lol...)
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FibS Jun 13, 2024 @ 6:26pm 
This game is very heavily inspired by Among the Sleep, in which the fantastical monsters are actually just the kid's abusive mother as the kid perceives her.

The apparent bizarre doll monsters in Baby Blues may also be regular human beings, such as the parents, filtered through the kid's trauma.

The idea that the kid has to not cry when upset or face further abuse is a recurring element in real-life child abuse cases.
DelTab Aug 9, 2024 @ 6:33am 
Bug feedback :
- the main .exe is downloaded on Steam at path (relative to the Steam folder)
.\steamapps\common\Baby Blues Nightmare Demo\Baby Blues Nightmares Demo\Baby Blues Nightmares Demo.exe
but the Steam launcher for this game expects it to be located one folder up, at path
.\steamapps\common\Baby Blues Nightmare Demo\Baby Blues Nightmares Demo.exe
. It means you can't launch it through Steam.
- when you finish the demo, it bring you back to the main scene but the contrôls do not react anymore and you can't even exit the game without killing its process.
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Showing 1-2 of 2 comments
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