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I am absolutely MORTIFIED that this comment sat here for over a year and I had no kind of notification or anything that it had been made. Shame upon my house.

So firstly, I'm so glad you played this ol' game of mine and enjoyed it, and even more glad you came back to say so and give feedback. It doesn't happen often, but it lights up my night whenever it does, and - thank you.

Now. The Nihilist. When I originally wrote Bloodspell, I think I intended the Nihilist as a kind of trap option: the point being that you need a more substantial drive to get through eternity, that being a directionless wild child gets you into trouble and doesn't get you what you want. Think about Ava in Only Lovers Left Alive, who turns up, charms and bites whoever she fancies, and causes trouble before she exits the narrative.

However: that's an artifact of the mood I was in at the time (bad) and the chip I had on my shoulder about "playing the monster" (substantial). I don't necessarily stand by that design decision now, and it's something I'll change if/when I get around to assembling the Extended Edition (it has fiction, an age/experience mechanic that calls Dracula an asshole, story structure tools, and a Chumbawumba reference). I really like your last suggestion, as it happens: the Nihilist doesn't let the small stuff stop them, and is undone by the big stuff that tends to arise from that attitude. Ignoring everything but the critical +3 would let Nihilist characters dig their own holes, and that feels like a better service of the inspirational material - not to mention a lot more fun to play.

Suggestion (belatedly) accepted. Thank you again for making it.