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BLOODMONEY!

A Desperate Bargain in Plain Sight

Bloodmoney! begins with an unremarkable scene: a simple road, a man behind a table, and a sign that reads “1 CLICK = 1 DOLLAR.” You learn quickly that you need $25,000 for a medical procedure. The game wastes no time with setup—your mission begins immediately in the quiet, pastel backdrop. The man at the table, Harvey, greets you with a smile and an innocent tone. He cracks small jokes and encourages you to click. At first, every click just yields a dollar. You feel in control.

Then the options expand. You gain access to tools that increase your returns—but at a price. The tools range from harmless to physically harmful. The choice becomes clearer: would you remain stuck at $1 per click, or push deeper, escalate the pain, and watch your income rise as a result? No words tell you to act or judge you afterward. But as Harvey’s expressions shift, and the music cuts, the weight of your decisions starts to settle.

Building a System Out of Clicks

At its core, Bloodmoney! is a clicker game—but stripped down to its essence. There is no store menu, no loading screen, no additional characters. Everything happens on a single canvas: the table, the man, the sign, and the dollar counter that climbs with each interaction. As you gain money, new options appear—feather, needle, hammer, scissors, match, knife. With each tool, the payout per click rises.

This puts emphasis on two things: how far are you willing to go, and how quickly do you want results? Here’s how the tools stack up:

  • Feather – Slightly more income per click without harm
  • Needle – Inflicts visible pain, increases payout
  • Hammer / Scissors – More damage, larger increase
  • Match / Knife – Significant harm, even more money
  • Gun – Locked behind $20,000; one-time use, maximum gain

Each item is clearly optional. Sticking to the feather or sticking with clicks alone keeps the transaction mild. Choosing more violent tools accelerates the pace—but it changes how the game unfolds, the earlier the shift, the more your experience tilts.

Home-Grown Horror Without Words

Bloodmoney! conveys its tone through contrast. The pastel colors and looping track create a soft environment. Then you break that peace. Use an aggressive tool and you hear a beat drop to silence. Stay gentle and the music keeps humming. Harvey’s expressions adjust—his smile falters, his eyes change. You stop seeing him as whimsical. You begin to see him as something else.

This conditional shift in presentation crafts the emotional punch. There are no tricks, no gore. Just a man, reacting to your actions. You carry the motive, the horror, and the consequence. The fourth wall begins to blur. Harvey eventually directs phrases that don’t make sense for his world—he hints at awareness of you, the player, not just you, the character. The effect is subtle, but significant.

Three Possible Conclusions

There are three principal endings in the game. Each reflects how significantly you pushed the violence and whether you used the gun.

  1. Passive Resolution
    You raise $25,000 through gentle clicking or feather use. You leave with the full amount. Harvey is still intact. You walk away with money and a sense of neutrality. No reward or punishment.
  2. Legal Fallout
    You used tools that hurt Harvey, but did not resort to the gun. You reach $25,000—but afterward, Harvey sues you. You go to prison. The tone is somber, and your actions have consequences that echo beyond the stand.
  3. Extreme Outcome
    You buy the gun at $20,000, shoot Harvey, and escape with nearly $100,000. In a twist, you discover you didn’t actually need the money. The operation wasn’t necessary. The ending strikes at regret and irony when the game hands you the highest reward only to question its worth.

None of these endings are labeled good or bad. They just are—and the game leaves you with the residue of choice.

A Minimalist Setting, Maximum Effect

What makes Bloodmoney! stick is how little it requires to deliver so much emotional resonance. Let me break down the craft:

  • Single-static scene – No loading, no scene transitions; just one frame
  • Dynamic pacing – Music, visuals and options shift based on action
  • Silent narrative – Harvey doesn’t tell a story. He reacts.
  • Moral reflection – The game doesn’t judge; you do
  • Short playtime – Each run lasts less than 30 minutes but stays with you

Because the scene never changes, every click matters. You feel the moment you cross your line. And as you click again, you feel how easy it is to cross that line again. The game watches—and you feel watched, too.

Replaying and Reckoning

Players often restart. Some return to see how quickly they can reach the gun. Some try again quietly, hoping for the passive exit. Some deliberately cross the line early to see how that alters Harvey’s reactions. The game doesn’t measure success with stats or achievements. It asks, silently: what would you do?

Social response speaks of guilt, reflection, discomfort. Players recount how they tried to right themselves with the feather after a violent run. Others replay just to test whether they’d do the same if they go back. The silent commentary in this gameplay loop is powerful—sometimes stronger than any graphic scene.

Final Thoughts on an Unsettling Experiment

Bloodmoney! is a game that uses simplicity to probe choice. It strips down clicker mechanics to a moral experiment. By combining a quiet environment with harsh escalation, it becomes about what you choose to enable. There is no right path offered. There is just you, the money counter.

In a genre typically about growth and accumulation, this one plants a question: how much will you give to get what you want? And then shows you, in small increments, how that choice changes everything.

FAQ

What is Bloodmoney!?
Bloodmoney! is a short clicker-style game with a focus on moral choice. You need to earn $25,000 by clicking on a man named Harvey.

How do you make money in the game?
You earn one dollar per click at the start. As the game progresses, new tools unlock that increase your earnings per click.

Can you finish the game without hurting Harvey?
Yes, it’s possible to complete the game using only normal clicks or the feather. It takes much longer but leads to a nonviolent ending.

What happens if you use violent tools?
They increase your money faster, but they also impact the ending. The more harm you do, the more consequences you face.

What does the $20,000 gun do?
It ends the game instantly and gives you $99,999. Afterward, you learn that the surgery wasn’t necessary at all.

How many endings are there?
There are three endings. Each one depends on how you treat Harvey and whether you use the gun.

Can you replay the game?
Yes, it’s designed to be replayed. Each run takes about 20–30 minutes and lets you try different choices.

Is there a faster way to win without violence?
Only slightly. The feather gives a small bonus, but all significant income boosts come from harming Harvey.

Does the game have voice acting or dialogue?
No voice acting, but Harvey speaks briefly through text. Most of the storytelling happens through his reactions.

How long does a full playthrough take?
Around 20 to 30 minutes, depending on how quickly you click and what tools you use.

Can you save your progress?
No, the game doesn’t include save features. Every session starts from the beginning.

What makes the game unique?
It uses a simple mechanic to explore uncomfortable choices. The contrast between visuals and actions gives it psychological weight.

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