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Game information
Bloodmoney! introduces the player to a single-screen scenario where they must raise $25,000 for a medical procedure. The task seems simple: click on a man named Harvey, and earn one dollar per click. He sits behind a table with a sign that reads “1 CLICK = 1 DOLLAR.” There are no introductions, instructions, or backstory. The game begins immediately, leaving the player to discover its rules and consequences by interacting with the system.
As clicking continues, the player is presented with tools that promise to speed up earnings. Each tool increases the amount earned per click but changes the nature of the interaction. Some of them cause pain or visible damage to Harvey, and while the money grows faster, so does the sense of discomfort. The design forces the player to consider the cost of efficiency. Using these tools leads to different consequences and unlocks paths that alter the ending.
Common tools include:
Harvey starts out friendly, making light comments and smiling. But as the player begins to use tools that hurt him, his expressions change. The music that plays in the background also reacts, stopping entirely when certain actions are taken. These small details guide the atmosphere of the game without using narration. The more violent the methods used, the more the tone shifts, without needing to spell anything out directly. The player begins to realize they are not simply earning money, but making a decision about how far to go.
Bloodmoney! contains three different endings based on how the player chooses to reach the goal. If the money is earned without violence, the player drives away peacefully. If harm is done but the gun is never purchased, the player is later sued and imprisoned. If the gun is used, the player escapes with $99,999, only to discover that the operation was never needed. These outcomes are tied directly to the player’s choices and reflect their level of engagement with the game’s central question: does the end justify the means?
The game delivers its message through action rather than dialogue. It does not tell the player what is right or wrong. It simply presents the mechanics and lets the player decide what to do. The interface is minimal, and the pacing is steady, allowing the focus to remain on the core decision. Bloodmoney! is short in length but structured in a way that invites multiple playthroughs. Each session becomes a test—not of skill, but of intention.
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