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BlueBird Games

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A member registered Aug 28, 2021 · View creator page →

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Thank you so much for trying out "The Raven", danygaby!

To this day, "The Raven" feels like a rather weak game to me. At the time, I created it to experiment with new ideas. I can almost confidently say that "The Raven" is a visual delight (most of the cinematic shots in the game are incredibly difficult for me to replicate, even now), but it lacks much of what makes a proper "game".

Further down, Niven Hedinger explained it very well: "this won't be everyone's cup of tea".

I had never had the chance to try this game before!

I found it to be a really good game. I liked the enemy AI, although it wasn’t much of a challenge for me (in fact, in the two levels available, I never encountered it or was chased). I did find it funny that in the parking lot level, the PCM was "camping" the fuel, there was no way to get it out of there. XD

Something that felt a bit odd to me was how objects only appear after interacting with something else (like the toolbox not appearing in the scenario unless you first interact with the door). These are minor details, but they confused me a little. On the other hand, I did enjoy that the appearance of these objects is randomized, which adds a bit of replayability to the game.

Lastly, I really liked the game’s intro, it turned out spectacular, and the detail of the PCM turning its head on the "Play" or "Exit" screen was a great touch.

Congratulations!

Good game, Niven!

Quite short, simple yet effective. I loved the company of the little dog, although during my wanderings, it ended up getting bugged in a box, but that's okay.

The ending really shocked me; I honestly didn't expect it to go that way. On another note, excellent atmosphere.

Since it's such a short game, there's not much to analyze, but I still want to congratulate you and wish you a Merry Christmas! :)

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Waiting for it!

Excellent game, Niven!

The story is quite dark and cruel, I loved it. The plot "twist" reminded me a bit of Daniel's Nightmare, one of my own games, except you handled the madness factor much better.

I managed to unlock both endings, and I didn’t encounter any bugs along the way. I can honestly say that each of your games is better than the last.

Congratulations!


Thank you so much!

I’m aware of the issues you mentioned, and I’ve been working hard to resolve them.

Regarding your final analysis, The Moon Has Faded Away will indeed be a rather melancholic game, and it might even be difficult to digest for those who are sensitive to themes of depression and loneliness, as these will be the main topics explored in the game (alongside the disappearance of the moon).

I love it! Thank you so much!

Thank you so much for your kind comment.

I'm not one to excessively promote my projects, and perhaps that's one of the reasons. It could also be that the content in my games isn't something a famous content creator can easily exaggerate, they often prefer simpler and more digestible material for their audience. Maybe that's why I don't reach them.

However, I'm not aiming for that level. Whenever I make a game, I always give it my very best. :)

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Hi, this is the first time I’ve heard about an error like that with The Moon Has Faded Away.

Honestly, I’m not sure what could be causing it. It might be that the game downloaded incorrectly and a file got corrupted (most likely), or it could be some compatibility issue.

¡Muchas gracias! Este juego será hecho desde 0 en algún futuro, le tengo un cariño especial.

Thank you so much for playing the demo!

You really have to understand that this was my first big project, and it's already a few years old. I know there are many issues in the demo, not just the misplaced checkpoint (since at that time, I didn’t know how to program checkpoints), but also with the translation, which was very bad.

But to be honest, the game has a pretty clear visual guide: the cursor in the middle. If the cursor disappears, you’re in a cutscene, and if the cursor is active, it means you can move. Therefore, in the part with the door, the cursor is still active, meaning you can move. Now, I know that part is very dark, and it was a big mistake that I didn’t fix, but it’s not impossible to pass. You just have to turn around, find the couch, and left-click on it.

I really appreciate your feedback; these are things that over time (and with other game releases) I’ve gradually fixed as I’ve gained more and more experience.

I can assure you that the final version of The Moon Has Faded Away will turn that 2/5 into a 5/5, I guarantee it.

Thank you so much for playing Daniel's Nightmare, Mr. Solaire!

I know there are some parts that are a bit tricky or not very well implemented. I could have fixed them with an update, but the game has been up for quite some time now, so I don't think I will.

I plan to expand the universe of Daniel's Nightmare and the story behind "Augustine" (or "The Entity"), and its connection to some of my other games (both past and future). So, I’m really glad you enjoyed the game so much. :)

By the way, some of the sounds are from free-use libraries, so it's normal that they might sound familiar to you.

Impressive, Niven!

I have to say the game really surprised me, although I had to play it twice—I'm not sure if it was due to a bug (or maybe my own stupidity), but I'll comment on it here.

As a developer, you know where objects are hidden, so you think they'll be easy to find (always in the developer's mind). But when someone outside the development plays the game, it becomes much harder for them to find that object since they don't know where it could be.

This doesn't necessarily mean that I found it difficult to locate the notes at the start of the game, but here's where the "bug" (or my own idiocy, as I mentioned) comes in. After collecting almost all the notes, a new one is supposed to appear next to some rocks, but it never showed up (even though I checked the area thoroughly).

However, on my second playthrough, I found the note within seconds. So, my conclusion on that is either I was too dumb and missed it the first time, or it really had bugged out.

That small hiccup doesn't take away from the fact that the game is amazing, with a dark story and Lovecraftian horror elements (which I loved). Without any doubt, I can say this is one of your best games, Niven.

Best of luck with what's to come in the future!

Sure! What's your Discord username? Mine is NicoVTuber.

¡Muchas gracias! Estoy seguro que la versión final del juego te sorprenderá.

Thank you so much for your feedback!

Towards the end of the demo, everything does get quite dark, and that’s true. It's something I've been criticized for, even in games released after the demo. I’ve been trying to fix it, but honestly, I could never find the right balance. So, the final version of The Moon Has Faded Away includes a gamma option to increase or decrease the brightness.

Sure! My discord is: nicovtuber.

I'm not currently working on Deep Fear, as the game will be developed in a more updated version of Unity (since I currently make my games in Unity 5).

That doesn't mean I'm not working on any game. If God wills (and if timing works out), I'll release my next game by the end of October.

¡Muchas gracias!

Soy consciente de que los diálogos de los personajes son muy irrealistas, y es algo en lo que me estuve esforzando mucho para mejorar. Lo mencioné abajo en los comentarios con alguien que me dijo exactamente lo mismo, el problema no es propio de la versión en español, también ocurre en inglés.

Lo del tema del sonido y el volumen, no hay nada de qué preocuparse, en la versión final hay incluida una opción para bajar el volumen de los efectos de sonido como también para la música (ambos por separado).

Thanks, smexch!

Thank you so much for your comment, Phyy!

It's a big demo because the full game will be quite lengthy (I haven't calculated it yet, but it'll be around two hours, maybe more).

I'm aware that the demo has some spelling and grammar mistakes, but that's nothing to worry about anymore.

Hi, Julstar! Thank you so much for your feedback and for playing The Moon Has Faded Away: Demo.

I’d like to start with the topic of dialogues. There will never be a way to skip them, and that’s because The Moon Has Faded Away is told in a cinematic style, which is why there are so many cutscenes. It’s true that Alex's monologue is annoying, and I received a lot of criticism for it. It's something I’ve fixed (and something I’ve put into practice in my later games, as the demo for The Moon Has Faded Away came out two years ago).

As for the conversations between Alex, his sister, and his mother, that’s also something I’ve worked on improving, but at the same time, it’s something that can still feel "off" to some people. For example, the family dynamics in South America aren't the same as those in North or Central America, or even in Europe, etc. I tried to make it as realistic as possible, and we’ll see if I succeeded once the game is out.

Lastly, the door mechanics were changed a while back. Now, when the player interacts with a door, there’s a black transition with the sound of opening and closing, and then the player appears on the other side of the door. I feel it’s more comfortable this way.

Once again, I want to thank you for playing the demo, and I hope to see you again in the final version!

That's awesome!

Here's the gap:

Impressive!

This game has such a strong "Cry Of Fear" style and vibe that it hooked me instantly. I've played your other games, and I can say you’ve improved a lot. I admire your work, tayoDEV.

I don’t know if this was an oversight, though it’s understandable given the note at the beginning of the demo, but there’s a way to fall off the map (there’s a gap between some buildings without collision that allows for this bug).

Either way, this demo is incredible. Did you make the animations? If so, they’re amazing and really well done! I wish I could make them that smooth.

An incredible game, it's hard to believe it's free.

I absolutely loved everything, from the story to the graphic style. I genuinely admire you, Jordan. You are one of the few developers I admire so much on itch.io, truly an inspiration to me.

I hope to see more of your projects in the future. I'm sure you'll keep making better and better things each time. :)

Good game, Niven!

Once again, we're looking at a game that shows progress. I didn't encounter any bugs or anything like that, there were some scenes that made me laugh, the monster at the end was quite interesting, and the story was good.

I encourage you to keep going down this path, keep it up!

Impressive!

I was completely blown away by the game; I didn't expect the twist it took, and I loved how everything made sense in the end. The style of the game is utterly unsettling (in the best way possible), the few jumpscares it has are perfectly well done, and the story is brutal.

As a developer, I wonder how you made the animations look so... strange. It's something that added a lot of points, and I'm thoroughly impressed.

Excellent work, and I hope to see more from you (or your team) in the future!


Thanks, Hazzaween!

¡Muchas gracias! Estoy seguro de que el juego completo te volará la cabeza. :D

Thanks, Bobe!

It's something nostalgic since it's the first game I released here. Looking at it today and comparing it to my more recent projects, I feel I've improved a lot.

Anyway, when I release the full game, I think I'll be taking another step forward, and it will be another complete evolution.

Thank you so much for playing the demo, Yeena!

I'm glad you played another one of my games, and what better one than the first I released. "The Moon Has Faded Away: Demo" is already a few years old, and I know it has quite a few bugs, like the volume issue you pointed out in your video playing "Daniel's Nightmare". You shouldn't worry about that anymore, as the final version already includes that option.

I don't want to give a release date because I want to ensure the game is completely bug-free. Currently, the game will be released in a single build with language settings available within the game (normally there would be two builds with different languages), although that was what delayed me a lot.

But, with total certainty, the game will be available by the end of September or early October (which would be perfect).

Don't worry! The game will have original music, and I will try to include other languages (besides Spanish and English).

Thanks, FoShoShot!

¡Muchas gracias, MATHIAS_!

Me alegra mucho que te haya gustado la demo, el juego está en español porque soy argentino (al igual que tú, creo). Te deseo mucha suerte a ti también con tus proyectos, he visto tus juegos (y aunque considero que pueden ser muchísimo mejores en muchos aspectos), creo que hay algo que haces que he visto muy pocas veces en otros juegos de distintos desarrolladores, y es que sabes colocar muy bien los jumpscares.

Puliendo algunas cosas y manteniendo ese "factor terror" que tienes, podrás lograr muchísimas cosas. ¡Te animo a seguir!

¡Excelente juego, Crimsong!

Es bueno saber de ti después de tanto tiempo (escribo en español y no en inglés porque creo recordar que hablabas español).

No soy una persona claustrofóbica, por lo que no tuve muchos problemas con este juego por ese lado, pero debo admitir que la atmósfera que tiene es brutal. La sensación de estar inmóvil todo el rato y únicamente poder abrir y cerrar los ojos te hace sentir muy indefenso.

Tuve algunos encuentros con las entidades, aunque por suerte pude ganar el juego a la primera.

Te deseo mucha suerte en las Jams, ¡y sigue creando juegos, tienes un estilo muy interesante! :D

¡Muchas gracias por jugar la demo, Belrion!

Soy argentino, así que era infaltable que hayan subtítulos en español. De todas formas, en el tiempo que la demo salió, aún cometía errores de ortografía, espero que eso no haya molestado mucho.

¡Me alegra que te haya gustado! Falta muy poco para la versión final, estoy a full con eso. :)

Excellent game, Niven!

The theme was very good, the story is interesting (although a bit short), and I loved the inclusion of cinematics. The atmosphere was also very well done.

I found a few bugs that don't break the experience but should be considered to further improve future projects. Objects can be interacted with from very long distances, and some collisions in the environment were completely broken (in fact, I got out of the map, and if it weren't for the ceiling having no collision, I could have fallen into the void).

These details can be worked on and improved. I'm aware of that and your talent. Keep it up!

Since "The Raven" and "Daniel's Nightmare", the graphics options include an FPS limiter. You can set the game to 30 FPS, 60 FPS, or leave it without an FPS limit. This same configuration system is also included in "The Moon Has Faded Away".