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BLOODMONEY!

Bloodmoney! begins with a direct premise: you need $25,000 for a medical operation. In front of you sits Harvey, a man offering a dollar per click. The environment is calm, the setup is simple, and your only interaction is to click. With every press, the total climbs slowly. The goal seems clear, and at first, the method appears harmless. But the system soon reveals more than it shows on the surface.

Bloodmoney! begins with a direct premise: you need $25,000 for a medical operation. In front of you sits Harvey, a man offering a dollar per click. The environment is calm, the setup is simple, and your only interaction is to click. With every press, the total climbs slowly. The goal seems clear, and at first, the method appears harmless. But the system soon reveals more than it shows on the surface.

Unlocking Methods

After a few minutes, the player unlocks new options. These tools promise higher earnings, but each one comes with a shift in tone. The feather offers a small boost. The needle brings pain. More tools appear, including objects that cause visible injury. Each one changes how Harvey reacts and how fast the money increases. The game never forces you to use them, but they sit there, waiting to be picked.

Some tools available include:

·         Basic clicking – slow and safe

·         Feather – slightly faster, no injury

·         Needle – visible discomfort, moderate payout

·         Hammer – fast income, causes clear harm

·         Match – burns, leads to rapid gain

·         Gun – final option, unlocks a separate ending

Behavior and Feedback

As you choose different tools, Harvey begins to respond. His face changes, his voice stops, and his posture shifts. The music that once looped quietly drops out when violent actions are used. The screen remains the same, but the feeling does not. Without narration or written story, the game creates tension using reaction and silence. The consequences of each choice are reflected not through mechanics, but through the atmosphere.

Multiple Endings

Depending on your actions, the game ends in one of three ways. If you use only harmless clicks, you complete the task and leave. If you hurt Harvey but stop short of the gun, you succeed but are punished later. If you buy the gun, you end everything instantly—and find out the surgery was never needed. These endings tie directly to your approach. The faster path may lead to a heavier cost.

No Score, Only Reflection

Bloodmoney! offers no ranking or score. There is no best result, no correct strategy. What matters is what you chose to do and how far you decided to go. The game resets with each launch, but what it leaves behind is not lost. It does not track statistics, but players remember what they did. The system is basic by design, but it forces a moment of thought through repetition and change.

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