PROTOTYPE

STEAM PAGE

DISCORD

This is the original prototype from 2023. There are a few known issues, please check out our Steam Page/Discord for up to date content. 

Game Loop

You start the game in your bathhouse. Villagers queue up to be treated by the cards you play for them. After treatment is finished, the book opens and you choose a villager who helps you in return with their unique abilities. They will also give you a new Card for your Deck. The day is done and during the night the Entity becomes active, sullying the villagers Purity and spreading sickness. A new day dawns with villagers queueing up once again and the cycle continues. The game ends if the Entity kills the fourth villager or you fill the Villager's collective Purity for the fourth time, defeating the Entity.

You (Player) 

In Bloodletter your main possible action is playing Cards. You use your cursor to pick one Card at a time and drag and drop it onto one of the Card Slots. Click the Bell to call in the next Villager. As soon as you are finished with the current villager you can ring the Bell to get the next one.


Villager Abilities 

 The Villagers also have unique abilities. These improve your deck or help you in treating the villagers. Per evening you can choose one Villagers Ability by clicking on it.


New Cards

In addition they offer you three new Cards of which you can choose one to add to your deck.


Blessing Cards  

There are three unique Blessing Cards. You are dealt one of these Cards if one of your Villagers health reaches 100. Blessing Cards have exclusively positive effects.


Curse Cards 

There are three unique Curse Cards. You are dealt one of these Cards if a Villager dies or possibly when you hit one of the Entity Trigger Points. Curse Cards have exclusively negative effects.


Entity

 The Statue on your Desk houses the Entity. It’s your Opponent and sullies your Villagers Purity during the night as well as spread Sicknesses that lower their Health. Above the Entity hangs a vial containing the All Purity of living Villagers. Filling the vial up to the next Trigger Point damages the Entity. By damaging the Entity you extract a Bloodstone and it’s moved to one of the Bloodstone Sockets.


The Team ALDAMAMI

Alica Schneider

Mikey Müller

Marvin Braun

David Cafisso

This prototype was part of our second semester at DE:HIVE Berlin.

Download

Download
Bloodletter.zip 201 MB

Development log

Comments

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(1 edit)

Hello! Are there plans to distribute native Linux builds? From what I've found, Unity is one of the simpler engines for producing native Linux builds, with plenty of Unity-based titles already having official support.

This game was a bit hard to understand at first, and still is a bit difficult to me; but I really enjoyed this art style, so I'm having a lot of fun even if it's a challenge. Lovely game!

Ngl, this is actually one of my favorite card games now, i recorded a video of it in June, and im still thinking about this game. Its so good. Btw i uploaded the video if anyone is interested. Luv ya <3

(+1)

Hey thank you for supporting and your passion for the game!
We are super excited to show you our new upcoming demo!
We made a lot of changes from the early prototype state here on itch so there is a lot of new stuff you can explore in the new demo. Stay tuned there is not much time left until we are releasing the demo. <3

NICE!! I can't wait <3

Nice 👍

<3

I really enjoy the gameplay. 

It has some great medieval atmosphere that feels unique. 

There are a few issues, when cards are maxed out, the game sometimes bugs out. Causing cards to appear out of place.

 Some of the characters feels off—almost like they were pulled from a different game, More art plzzz

It would be interesting to introduce new card mechanics, like "Starve" or "Fatigue" effects that impact character performance over time. That could add another layer of strategy.

One small issue: the exit button is too easy to click by accident. A confirmation popup or better placement would help avoid unintentional quits.

Despite the early issues, i would say it could make a hit. It has potential and a card system that`s fun to play.

Hey thank you a lot for your feedback. We are working for our upcoming demo release where we added a lot of new features and balanced the gameloop a lot. Would love to hear what you think about our new demo.
Thank you for seeing potential in the game, it is a passion project for us and we want to make a diffrent kind of deckbuilder. If you are interested you can join our discord and see what else may come. In the future there will be playtests to test the new content of the game.
Thanks a lot  <3

Joguei esse jogo em inglês mesmo, e ele é muito legal, e o design de arte é muito muito muito único, amei !!!!!!!

(+3)

I'm ngl, its pretty good but there are definitely either some bugs, or some weird things. for instance, I get if you loose four villagers, you loose the run, however you cant complete the game with only 7 people. the last one is 720, and 7 people can only give 700 air purity. another bug I found was that if you got TOO MANY cards when you draw, they would go offscreen, AND stay in-between runs. I'm not trying to hate on the game here,  its definitely a very fun game to play.

Hey thank you for your feedback. We are aware that our first prototype have some balancing issues and we have already worked a lot on it. The upcoming demo release is early October so if you wanna try our new demo have a look on our steampage. Would love to hear what you think about the new version. <3

ill certainly check it out when its out! its honestly a really good game.

May your dubios healing methods work! <3

(1 edit) (+1)

I played this at the presentation day at the university during the DE:HIVE this summer, and I was SO HOOKED. Glad to see it released. Just LOVE IT :D

Heyhoo I think you are confusing something. The demo you played at the HIVE:SUMMER was a more developed version of the prototype you find here. We are releasing our demo early october on steam. SO keep updated little barber surgeon! <3

Oh I know, but still... maybe my wording was bad: I'm very glad you are finally and fully releasing it on steam ^^

(+5)

i hate it when my entire hospital decides to go on reddit and become atheists, so now my deck doesn't work

8/10, great job

(+5)

i am absolutely unhinged about this game. i played for three hours yesterday and i can't stop thinking about it. i would die for these villagers. i would give my left arm so they have enough to eat. you absolutely nailed the tone with the art and the difficulty and the game loop is addicting. i keep coming back to it just to try new strategies. i literally can't wait for a full release.

Hey we are really glad, that you enjoyed BLOODLETTER. It appears that you are indeed a barber surgeon and got the tone of the game. Our demo is in early october you should definetly ceck it out. Would love to have you there! <3

Precious design, really good game! 🤎

Thank you a lot! <3

(+1)

The designs in this game are exceptionally exquisite and unique. In tandem with the musical ambience, you have an atmosphere down pat here that is both perturbing and alluring as all hell. I love it.

Thank you we are really happy that we can make a good impression with the game. 
Thank you for your kind words <3


BWAHAHAHAHAHHAAAAAAAA I WINNNN

I used a duped Sullied Dreams with added +50 health and got three bloodstones in 2 days

Glitch: Potion of Consumption, Butcher's Nail, and that other one that you start with will occasionally cause disbelief, and something i'm calling super disbelief because it makes you have one card placement

also cards sometimes become unselectable and they sometimes vanish from the card selection page (the one for miller, bone carver, executioner, butcher, seamstress)

I don't think that's how that's supposed to look...

Heyhoo in this old prototype there was an invisible threshhold where the Villagers fall in disbelief. In our new demo this mechanic didnt exist anymore. :D

When you like to report bugs it would us help if you do it on discord with the playtestsessions. 

We are preparing right now for the gamescom but next month there will be shure a new playtest to sign in. <3

Visual bug: The card "Forgotten Realms" retains it's description after being placed, unlike all other cards.

good fun game but please add harder modes i can't stop accidentally winning in the middle of my master plans (:

oh also by the way theres a glitch where if you get the glazier buff of +1 card choice it sometimes carries over between runs

Haha it is funny to hear that you already forging master plans with this prototype.
If you are interested to play the current demo there is a monthly playtest opportunity on our discord.
Or the public demo release is coming soon on our Steampage.
The bugs you described are already fixed and there are a lot more new things to discover :D

Thank you for you feedback! <3

heh funny font

<3

(+1)

This is an awesome prototype! I really feel like this is the perfect base for a full game, which could be an expansion of what is here. There a clear path for more complexity and/or difficulty. I did not find the demo difficult at all, so maybe future developments could ramp it up? Maybe the demo could be the tutorial/initial phase, as it explains the mechanics well and it's not hard. Great work! I love it!

I particularly like the art and character design. It's so charming and it all ties so well with the theme of tarot cards. Visually and stylistically, it's all done so well. Mechanically too, clearly, with the above note of the difficulty but it's definitely going in a good direction.

A minor thing that could be fixed is the position of the help windows when hovering over a UI element, as now it is partially obscured by the pointer. That is the only problem I encountered (I could still read 95% of the text, so it's not a huge deal but still a clear thing to fix).

(+1)

Hey thank you very much for your comment and feedback.
Haha glad you found your way that easalie through the game. We are planing to have diffrent difficulties you can unlock through the progression of the game. And we are working on it at the moment. But there will be different win cons as well where you can play against the influence of different entities.

Happy to hear that you like our artstyle. <3
And your last feedback point we already reworked that for the upcoming demo. 
So keep updated through our Steampage. Or if you want join our discord. We do monthly playtests where you can have a preview look on the developement status.

Thanks for the experience! I had much fun playing it. I had some issues with the text font, but overall a great game!

Glad to hear that you enjoyed the prototype :D
For our upcoming demo we already changed the font but keep updated on our steampage. <3

Took me more days than maybe needed, but won and really enjoyed my time with the game! 

(+1)

thank you so much for playing and making a video about the game <3 we're releasing a new demo in october, feel free to join our discord so you know once it releases and can play the current state of the game :D 

Game feels and looks good, could use a little more polish and ux stuff. What I'd also do is make some animations a bit faster (especially the card OnHover, sfx is crisp & nice / animation feels slow). Overall a very pleasant experience

we're definitely working on polishing everything and adding more content at the moment, thank you so much for playing!

cool concept, beat it in 19 days after creating a decent combo (45 purity + 10 health card, health lock card, belief card)

Haha nice good that you found a win strategy that suits you.<3

(+1)

Love everything about this!

Character design is beautiful, music and sound is incredibly well chosen. However when u move the curser over something with an explanaition , the hand blocks off certain letters so that you cant quite read some letters and sometimes the font is too like cursive (if that makes sense) so that you cant read it properly if its this small. But overall great game great execution and i will be playing this very often from now on.

Hey Tiam:),

Thank you for the nice feedback. If you are interested in the current state of the game you definetly can join our discord.
We changed the font already and playtest there from time to time new content and try some new things.

(+1)

This was quite interesting, but I think I ended up softlocked on the last bloodstone. I needed 720 to win but only had 7 villagers remaining.

(+2)

Hey thank you for the feedback. This balancing issue is already fixed and the upcoming demo is going to be a lot mor polished than the prototype. To keep updated wishlist it on steam or join our discord. There will be playtests from time to time and we are happy to recieve feedback on the current version we are developing. <3

Art is great, gameplay fun, I would like to play more! It is very cool game, great job!

Thank you for the feedback there is a lot more to come but our demo is going to launch this year.

(+1)
I really enjoyed the game. Keep developing it.

Thank you a lot for your comment. We are still developing the game. And if you are interested you can join our Discord or wishlist it on Steam to keep updated. <3

(+1)

The art, characters, and aesthetics are great and the gameplay is something different from your everyday card battler. But I found it quite an easy game to solve, if you create a +35 Purity card in your first 2 turns and then copy it in your next 2. If you want the game to be more of a challenge I suggest doing something like, only villagers you didn't treat offer their abilities. Or at least having the selection of abilities be more limited and random. Or changing the duplication ability (maybe it can only hit an unaltered card).

Also in the card designs, some are clearly better than others; -2 sick and -1 sick/+15 purity are both better than -1 sick which in turn is better than -1 sick only if 50+ health. Sticking to balancing more powerful effects with drawbacks is a good plan.

I didn't like the coin flip abilities, but I did like the play where you intentionally damage a character at 100 health so you can heal them up again and get the bonus card. True medieval leechcraft!

PS, a couple of bugs: on Firefox the screen turns blue shaded when you click it and can't unshade it, but it's fine on Chrome; twice the game froze (in Chrome) when the butcher, on the lower right of the display, died.

I had the Firefox issue as well; each click selects the game window. Double-clicking unselects it again - but this is more of a browser issue and not indicative of game issues. Unfortunately, I also had the game freeze on me randomly at the end of a round - the continue button simply never reappeared.

for me, clicking and dragging selects and single clicking unselects

Hey sorry to hear that. This was just our prototype, we heard about it that the webbuild is diffrent on each browser so we cannot do a lot about it. But our Demo on Steam will be available soon. So keep an eye on it. <3

(+1)

Thank you for the feedback. We already changed a lot of that for the upcoming demo. You can only visit villagers when they trust you for example.

Also we already did a lot of balancing in cards, and there are going to be different difficulty levels for each entity.

Thank you for your insights it is very valuable for us to hear what you guys think about the game <3

Fun core loop and absolutely gorgeous art. Love the designs of all the townspeople.

Thank you for your nice comment <3

Deleted 84 days ago

Hey congrats, thats already pretty good <3

love the game yall slayed

(+1)

Thank you <3

(+1)

Really enjoyed my playthrough! It'd be cool to see what you add to the "finished" version since the gameplay itself feels quite solid. I really enjoyed the visual style and colour as well as the tension of balancing everyone's stats. All the best!

Thank you we are really glad to hear that you enjoyed the game.

Thank you for your kind feedback.

The upcoming demo is going to have a polished up gameloop and some new features. Keep an eye on our Steam Page for the upcoming demo! <3

(+1)

Love that game! The artworks are excellent, and the gameplay is well-calibrated!

Thank you for your nice words <3 

We are super thankful for all the feedback you guys give us here on itch on our old prototype. Such a nice experience <3

(+1)

Super cool game, the characters look incredible and the 2D artists did an outstanding job overall. It would be nice to see dialogues or anything that could characterize them more. If more world building could be added, it could really keep people hooked. I'll keep an eye out for this project!

Thank you for all the compliments about the artstyle <3

We are definetly working on the narrative right now to add a lot more worldbuilding to the game. 

The upcoming demo is going to have more lore for all players who enjoy the narrative aspect.

Keep an eye on our Steam Page <3

Took me 28 days to win... super fun though!!! Really cool game. The entity can be a little bit annoying with the Purity draining but I really liked the strategy

Wow nice glad to hear you managed to win the game!

Thank you for your feedback, we definetly balanced a lot in the meantime to polish the gameplay <3

Loved your concept! I also submitted mine — YAKA Revenge — would love your feedback too!"

🔁 They’ll return the favor and RATE your game = boosts rank.

Any chance you can support Mac? I'd be happy to test any Mac build if that would help you support it.

I'm very happy to see a deckbuilder that does things a bit differently from the million spire-likes, specially if it looks this cool. The basic mechanisms show potential.
Can I suggest you remove the enemy? the game doesn't really need it, it just represents a couple of parameters, and would move this further away from all those "fight the baddie" deckbuilders.

Thank you for your suggestion but the enemy represents the win condition of the game. For our EA there will be different entities with diffrent win conditions to push diffrent playstyles and support the replayability of the game. <3

I had a hunch that would be the case, but still, doesn't need to be an enemy. It can be a curse or whatever, but nevermind. Its not your fault, I'm just tired of all digital deckbuilders being about fighting baddies XD.

Got it in my first playthrough, genuinely brilliant idea for a game and I'm a massive fan of the art direction as well as just how much art there was. Like, the entity looks so grim/odd in an ancient magik sort of way which fits well with the overall theme and adds so much potential lore and mystery, can't wait for this to be fleshed out further lol. The gameplay loop was so satisfying too, it's rare for me to be this passionate and have so many ideas about a game i randomly found.


Compliments aside, a few of my bullet points for suggestions:

- Let the villagers have personalities and talk to you as they come, maybe they comment about others dying or complaining about their day to day struggles, perhaps allowing the player to input or respond to something they say which affects the gameplay in some way like cards or stats.

- The game kind of stagnates after a while, since the difficulty doesn't really increase much but you're getting stronger and stronger, until eventually you're just spamming all your cards to fill the purity requirement for the entity without needing to think. Maybe make the villagers need more resources as time goes on, adding different types of sickness, more goals, levels?, more cards, events/catastrophes, etc. The possibilities are crazy.

- Maybe allow other people other than strictly the villagers to come and ask for help every now and then

- I really liked the mechanic where you got blessing cards as rewards for doing well, but maybe make them less frequent because I was getting them too often and that cheapened them, I felt.

(+1)

Oh congratulations that you managed to win at your first attempt! 

Thank you for your kind words, we really appreciate it.

We are deffinetly working on lore for people who like to know more about the BLOODLETTER world. There will be story snippets for worldbuilding and background story.

- We also worked a lot on balancing for the last months and if you want to check out the demo through playtests, you can definetly join our discord to see how far we came since the prototype.

- We already know about the Blessing problem, but there will be entities where Blessings are not the best win strategy. So you have to play arround to avoid to much blessings in your hand to draw other cards. It´s always a choice of each player if you want to farm blessings. We are deffinetly think about archivements where you have to play a run without getting a blessing. But lets see what else to come. :)

Thank you for your detailed feedback we really love to hear what all of you guys think about the game. <3

Hey! just found the game and played the prototype, honestly fun to play, eager to see how it develops. ¿Have you thought of doing challenge situations similar to monster train 2? i think it would be a nice idea to investigate since the game idea and loop is fun and original. Lovely art style, keep doing what you do !

Thank you very much, We definetly think about challenges and archivements for the EA and Full Release :D

Thank you for your kind words. <3

(+1)

Genuinely fun to play, though I struggled in the beginning until I learned to get some health regeneration. Fantastic game loop; even greater art style. 

On my first playthrough, I needed to reach 720 points to get the final Bloodstone, but 3 villagers had died & the 7 remaining villagers could only get a maximum of 700 Purity. It seems mandatory to keep 8 villagers alive, with 3 deaths being the end of the game rather than 4. 

Thank you for your feedback. In this early prototype the win condition was not correctly balanced. 

In the meantime we worked a lot on the demo and on our discord you can sign up for playtests if you are interested:D

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