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BLOODMONEY!

  1. 5
  2. 4
  3. 3
  4. 2
  5. 1
Game rate: 4.5 All rates: 2

Bloodmoney! presents itself as a simple game. You are shown a man named Harvey sitting behind a table with a sign that reads “1 CLICK = 1 DOLLAR.” The goal is to collect $25,000 for an unspecified medical procedure. The game does not explain where you are or why Harvey is there—he simply allows you to click on him repeatedly, and with each click, a dollar is added to your total. In the beginning, nothing seems strange. There’s soft music, a calm pastel color palette, and a polite character who responds to you with light humor. But the longer you stay, the more the system begins to reveal its actual design. The game is not about skill or speed—it is about choices, and each of them feels more deliberate as new options appear.

From Patience to Pressure

As you progress, Bloodmoney! offers a range of new tools that allow you to earn more money per click. These are not upgrades in the traditional sense—they are implements of harm. The feather, for example, seems innocent, but it is still a tool that touches Harvey differently. Then come needles, hammers, scissors, and eventually, fire and a gun. Each one increases the payout, but each also changes the dynamic between you and the man across the table. Harvey starts to respond differently—not with words, but with facial expressions and a shift in body language. The light music fades when violence is introduced. The game does not narrate what’s happening, but you feel it. The sense of discomfort grows with each new choice.

Here are some of the tools available and how they function:

  •         Feather – gentle, slightly boosts earnings
  •         Needle – increases payout with noticeable discomfort
  •         Hammer – creates faster income through stronger impact
  •         Scissors – delivers even more money but visibly hurts
  •         Match – adds a burning effect and high returns
  •         Gun – unlocks after $20,000; ends the game instantly with max profit

Every Action Alters the Outcome

Bloodmoney! features three main endings, each based on the choices you make. The first can be achieved by avoiding harm completely—clicking until you reach $25,000 or using the feather. In this case, you walk away without drama, and Harvey remains unharmed. The second ending appears if you choose more aggressive tools. You still reach your goal, but Harvey takes legal action, and your character ends up imprisoned. The final and most extreme ending comes when you buy and use the gun. You instantly kill Harvey, take nearly $100,000, and leave—only to find out that the surgery wasn’t required after all. These endings are not labeled good or bad. They simply exist, and they reflect how the player chose to reach the finish line.

Gameplay Without Instruction

What makes Bloodmoney! different from many other indie games is how it avoids using text-based instruction, character dialogue, or tutorials. Everything is communicated through design. There is no heads-up display, no mission log, and no prompts beyond the basic click counter and item unlocks. Harvey reacts to you in real time. The music disappears when the mood turns. The screen never changes—there are no new environments, no cutscenes—but your perception of that single screen evolves dramatically depending on your actions. This design choice forces the player to be present, to make each decision consciously. There is no escape from what you’re doing, because the space remains tight and unchanging.

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