Bloody Fantastic by mikejzx
Probably the weirdest game I've come up with to date. It is set in the cardiovascular system of a mammal. The objective of the game is to direct incoming blood cells to their respective "tubes", to keep the mammal alive. Each cell has a colour associated with it which indicates the "tube" to direct it to.

Objective
Simply try to last as long as you can. Your score is counted by how many cells you direct successfully. Your "heart rate" adjusts accordingly depending on how well you're directing cells. If your heart rate reaches zero, you lose!
The player is able to "collect" a maximum of 3 cells at a time. Use the spacebar to release them as you want. After 3 cells are stored, any other cells that try to enter will be destroyed and your heart rate will reduce.
The game also features two "power ups" - a BPM boost, and a movement speed increaser.
Controls
- Left/Right: Movement
- Spacebar or Down arrow: Release cell.
- P: Pause. (Alternatively click in bottom-left corner of screen.)
Only 64-bit systems supported.
To run the game
- Download the .rar archive and extract somewhere using WinRAR, WinZip, or 7Zip, etc.
- Run the executable file, 'Bloody Fantastic.exe'
Made with
- Unity3D
- gVim
- Paint.NET
- Audacity
- Bosca Ceoil
Enjoy and please rate
Ratings
| Overall | 497th | 3.464⭐ | 30🧑⚖️ |
| Fun | 473th | 3.35⭐ | 32🧑⚖️ |
| Innovation | 351th | 3.5⭐ | 32🧑⚖️ |
| Theme | 331th | 3.867⭐ | 32🧑⚖️ |
| Graphics | 733th | 3.1⭐ | 32🧑⚖️ |
| Audio | 421th | 3.2⭐ | 32🧑⚖️ |
| Humor | 581th | 2.62⭐ | 27🧑⚖️ |
| Mood | 476th | 3.259⭐ | 31🧑⚖️ |
| Given | 23🗳️ | 33🗨️ |
Nice game overall, it get's hard pretty fast. Good job!
The gameplay is a function of time. The blood flows over time and the movements take time, that is an interesting tension to explore. To do so fairly would mean either limiting the maximum frequency of the blood flow to the period of time it takes to reach the farthest color, or accounting for the difference in time consumed between the colors - because each color takes up a different amount of time, and each blood cell takes time to deliver.
I sort of realised near the end that the design of the game is just a bit unfair in general. It is practically impossible to pass anything past 200 or so points due to the design.
The way I tried to address this problem was to simply give the player more points depending on how far to the left the player went. You may have noticed that if you directed a cell to a green "tube" you'd actually get more points than a magenta one. Additionally, your points are multiplied by a factor depending on the heart rate. Lower heart rate -> slightly more points. Clearly this wasn't enough :P
It was a bit difficult finding a good balance between 'too easy' and 'too hard.' :laughing:
I was honestly thinking of implementing a restriction mechanism, to lower the spawn rate if the player was to the far right of the screen. Guess that would've helped a lot.
As you said yourself a different spawn rate could remedy the balancing issue.
I think for me, it was a bit difficult to hit the right tube (maybe on purpose?) - it was more like that I clicked and it skipped one.
Keep up the good work!