"I want to live"
This game was inspired by that feeling. That feeling that will make you do anything to stay alive.
In this game you drink blood and eat rats to stop yourself from starving to death.
I wanted to incite that feeling of desperation, so I set the player's health to constantly drain.
It drains slightly faster at high health and slightly slower at low health.
This ensures that you're never full.
Blood sprays out of enemies and leaves bloodstains on the walls.
The player can catch the drips directly or touch the bloodstains to absorb them.

I adjusted how much health you gain per drop of blood many times, as making the blood feel “juicy” was important. That is to say, gaining too little feels “dry”, and gaining too much feels “diluted”.
The player character has a core that catches the blood at first before it is gradually converted into health. I did this so that it would feel more like the player is actively "drinking" the blood.
The projection of the health conversion is slightly inaccurate
due to the dynamically changing health drain.
In the final challenge of the game, you have to fight a boss.
The boss doesn’t have a lot of abilities, but it is aggressive and will crush you if you let it.

Most players found it extremely challenging, but if you use all of your abilities: jumping, dashing and attacking, then it will go down eventually. It isn’t a punishing boss either, as you can constantly regenerate off of the blood it spills.
This boss enemy was first conceived as an update to the player character's design,
but I stuck with the simple square in the end.
I wanted the core of the player to stand out more, which is less noticeable on the new design.

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