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Blood Money

  • 3d
  • clicker
  • idle
  • incremental
  • arcade
  • sci-fi
  • dark-lab
0
Remix it Discord

5 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Isaac Fortune built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Blood Money yet. Play it, then tell Isaac Fortune what you would add next.

Make your own game

Blood Money was built by Isaac Fortune with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Blood Money opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Blood Money

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a browser-based 3D idle/clicker game titled “Blood Money” (the visible UI may use the subtitle “Make Blood, Make Money”). Use Three.js with a full-screen canvas and an HTML/CSS HUD over it. The player’s central interactive object is a glossy, bright crimson/magenta blood sphere floating just above a dark cylindrical laboratory table. The sphere should be large in the foreground, with a subtle translucent outer glow, reflective highlights, emissive red lighting, gentle vertical bobbing, slow rotation, and a slight wobble. Clicking/tapping directly on the sphere with the mouse or pointer increases the Blood resource. Each successful click briefly enlarges/pulses the core and emits a burst of small shiny red blood-droplet particles that fly outward/upward, then fall under gravity and fade away. The camera is a perspective 3D camera looking toward the core from slightly above and in front; allow orbit-style camera control with horizontal/limited vertical rotation, damping, no panning, and zoom constrained to a moderate distance. Behind the core, show a sparse dark void/lab atmosphere with exponential fog and approximately 18 faceted purple-maroon low-poly blob/icosahedron shapes at varying distant positions and heights, slowly drifting/rotating as a group. Use near-black, deep purple, and red lighting: a soft pinkish hemisphere light, a white directional key, and a red point light near the core that becomes brighter on click. The table is a wide, short dark-purple/black cylinder with a subtly emissive rough material.

Implement the economy exactly: start with Blood 0, Money $0, Per Click 1, Per Sec 0, and Sell Rate 
per blood. Clicking the core adds the current Per Click amount to Blood. A “Sell All (S)” control converts all held Blood to Money at the current Sell Rate and resets Blood to zero; if there is no Blood, show a “No blood to sell.” notification. Passive income from Auto Drip adds blood continuously according to Per Sec, with fractional accumulation but whole blood awarded when accumulated. Show these five live stats in the HUD: Blood, Money, Per Click, Per Sec, and Sell Rate. Format resources as comma-separated integers and money with a dollar sign. Place a dark translucent, blurred, rounded HUD panel across the top over the canvas. It contains the title, a hint such as “Click the core — press S to sell,” the five stat cards, action buttons for “Sell All (S),” “Save,” and red-accented “Reset (R),” plus an Upgrades section with three clickable cards. Upgrade 1 is “1) Sharpened Lancet,” description “+1 blood per click,” starting cost
0; each purchase increases Per Click by 1 and its cost is floor(10 × 1.45^level). Upgrade 2 is “2) Auto Drip,” description “+0.5 blood/sec,” starting cost
5; each purchase increases Per Sec by 0.5 (display to one decimal as needed) and its cost is floor(25 × 1.55^level). Upgrade 3 is “3) Better Market,” description “+10% sell rate,” starting cost $60; each purchase multiplies Sell Rate by 1.10, rounded to two decimals, and its cost is floor(60 × 1.60^level). The upgrade card borders should visually indicate affordability with a muted green border when affordable. If the player cannot afford an upgrade, do not buy it; play a low failure tone and show “Not enough money.” Successful purchases subtract money, play a short confirmation tone, and show a brief toast describing the upgrade. Support keyboard shortcuts: S sells all blood, 1/2/3 purchase the corresponding upgrade, and R asks for confirmation before resetting the save. The Save button stores all game state in localStorage, with a brief “Saved.” toast; automatically autosave about every 15 seconds as well. Reset removes the save and reloads the game after confirmation. Use brief Tone.js-style synthesized sounds: a soft triangle-like click on harvest, a cash-register-ish higher tone on selling, a confirmation tone for purchases, and a low tone for failed actions. Audio should initialize only after user interaction. Include responsive styling: on narrower screens stats wrap into two columns and upgrade cards stack vertically. The game has no hard ending; present the long-term objective as accumulating money toward a soft goal of
,000,000.

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