
Find your unique style of murder in this intimate and visceral local multiplayer for two, and outwit your neighbor. Same bloody field, different bloody perspective. Hide, seek, kill.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
I didn't think splitscreen stealth was possible, But in BADBLOOD it just plain works. You can screen cheat, sometimes you are encouraged to, but be warned: That might be exactly what your opponent wants you to do. It's a very nuanced game that seems simple on the surface but hides a ton of strategy up it's sleeves. Polished versus gameplay with an incredible art style and good music. If you like local versus multiplayer and want a spin on the classic 1v1 "deathmatch" get BADBLOOD.
Alright, while my playtime is not high with this title, but I feel it is enough for me to offer constructive comments and advice for my Steam friends/the community (besides, games like these need to capture attention fairly quickly when you have a local crowd, or its on to the next one). [b][i]BADBLOOD[/i] has an interesting concept going for it, but falls short in terms of content and energy.[/b] Local co-op games command a certain amount of 'crowd energy', which is where this title sort of fails. While there is no tutorial on 'how you are supposed to play it', so we just went with it and tried different characters and figured it out. [b]It plays out with more stealth than action, which is fine, but is a different dynamic for local versus with a crowd present.[/b] [b]Pros:[/b] +Super awesome artwork +Super good music tracks +Decent, fresh idea [b]Cons:[/b] -While controller support is great, keyboard support is non-existant (in the sense that controller 'labels' are the only option) -Only two game modes -Could really benefit from a tutorial that teaches you how some basic strategy plays out (most members of our group were turned off by having to try to figure it out - although we did) -Anti-climactic gameplay - I want high-energy like [i]TowerFall[/i] brings, when it comes to local versus -No single player (although this is clear from the store page, but I mean how hard would it be to have a mode to practice?), and no online multiplayer if you don't know already from the store page [b]Looks and sounds great, but our group quickly moved on.[/b] I expect alot from an indie title for eight bucks with no single player and no online multi.
BADBLOOD is super tense and super fun and super satisfying. I didn't think there was a good way to handle stealth in local multiplayer, but this hits a perfect dynamic of trying to plot out how you're going to kill your friends and scrambling desperately to be the first one to read the situation once the two of you find each other.
BADBLOOD is a tense and exciting two player assasination game with gorgeous imagery and brutal gameplay. Game mechanics are well designed and polished--with a simplicity born out of mature game design--just enough complexity to keep it interesting, but simple enough that anyone can pick it up and play. Quick game rounds support repeated sessions of the "just one more time" competition found in games like Gang Beasts, Samurai Gunn, and Towerfall. While comparisons could be made to Screencheat, with its screencheating mechanic, there is no doubt that BADBLOOD has its own unique twist on couch multiplayer. Fans of Glass Knuckle Game's Thief Town should definitely pick this game up. Extra Points: The developer has already released patches to fix bugs, and has been very responsive to discussion and bug fix requests within the player community. NOTE: My review is based on the final build of the game. I spend a few more hours playing the demo the week before release.
Despite the minor control issues, Bad Blood is an insanely intense game of hide and seek. The entire style and attitude of the game is unique and absolutely beautiful, with a wide array of colors and angular designs all around. The gameplay is easy to learn, but hard to master, making it a great game to take turns at with a group of friends or even to just have someone over to play. This is one of those rare times when I feel that online capabilities wouldn’t really help this game much, and may actually hurt it. Half of the fun comes from sitting right next to the person you’re playing with, so I’m glad it’s all local. Check out my video review for more info: https://youtu.be/GX-M0Z_thq0
8/10 This game is awesome guys I loved hide and seek as a kid and this game is the most fun version of a the childhood game. The characters in the game are well designed although they don't have a story each character has there own unique personality. In the game there are 2 modes the first you fight on even ground both players are capable of killing each other. The second one must hide and the other seeks each player is granted 30 seconds to kill the other before swapping positions of hunter and prey. Positives+ +Fun Gameplay +Unique characters +Amazing art +Soundtrack is great Negatives- -no online :( -story mode? -Solo mode? https://bikakuwolf.wordpress.com/2015/11/16/badblood-short/
This game is fun, tense, chilled, and dangerous. This is a great multiplayer experience and well worth the money.
http://niveloculto.com/analisis-badblood/ Probablemente una de las cosas más interesantes de la avalancha indie que se nos ha venido encima en estos últimos años esté en que cualquier cosa vale como referente. Ya nos hemos alegrado (y mucho) por aquí de que gente de distintas culturas que estaban fuera del “mercado” desde el principio llegara ahora a él, aportando su visión única, pero es que esto no queda sólo en hablar de las raíces de cada cual. No, cuando decimos que todo puede ser un referente a la hora de experimentar y jugar, es que todo puede ser un referente. ¡Incluso el escondite! Algo tan infantil como el pilla-pilla, eso es en lo que se apoya Winnie Song para su primer videojuego, BADBLOOD. No es la primera en subvertir algo infantil y darle un toque macabro (varios escritores de terror llevan media vida viviendo de eso), pero la idea de adoptar algo así y convertirlo en un videojuego de enfrentamientos sangrientos funciona a la maravilla. Nacido primero como tesis para sus estudios en el NYU Game Center, ha sobrevivido al infierno de Greenlight y gustado allá por Indicade, llevándose el premio de la audiencia. La forma inicial que tiene BADBLOOD de llegar al jugador es previa incluso a las partidas que pueda echar. Es la estética. Formas angulosas y afiladas, colores chillones y agresivos, diseños rabiosamente modernos en los personajes… Esto sería otra cosa con un diseño distinto. Es lo que tiene que sea una obra tan propia, en la que la desarrolladora ha hecho prácticamente todo: su creadora ha hecho un todo que perdería el sentido si cambiara una sola de sus partes. Digamos que BADBLOOD no es sólo su apariencia, pero es ésta la que comienza a trasladar su mensaje de intimidad y muerte al jugador. Lo hace su campo de juego y lo hacen sus personajes, pura agresividad. Entre el centeno ¿Pero cómo se juega a esto? Casi como uno haría cuando de pequeño le tocaba buscar a sus compañeros tras contar detrás de un árbol. Se hace a pantalla partida en competitivo local, ya sea compartiendo teclado o con dos mandos (mejor lo segundo, la verdad). Elegimos primero un modo de juego de los dos posibles (enfrentamiento simultáneo o turnándose ser cazador y presa) y luego uno de los cuatro personajes y se nos arroja al escenario. Cada uno a un lado de la pantalla, cada uno en su división. Uno podría pensar que es imposible esconderse cuando se le puede mirar su parte al otro jugador, pero aquí BADBLOOD hace algo inteligente: la pantalla es la misma, pero girada para cada jugador. Con los ejes cambiados, es mucho más difícil espiar. Podremos permanecer ocultos entre la hierba, movernos con cuidado o ir a lo loco. Con suerte y habilidad pillaremos antes al otro, viendo cómo se mece la vegetación con su movimiento o cae entre zarzas. Le rajaremos la garganta, apuñalaremos o cubriremos a martillazos, y volveremos a empezar. Regando el campo Aunque los enfrentamientos son bastante cortos (a lo sumo dos minutos máximo por ronda), son algo tenso, muy tenso. Es fácil zambullirse en el duelo que está habiendo (o la huida, en el otro modo de juego) y embobarse delante de la pantalla buscando el más mínimo indicio de movimiento por parte del otro. Porque aunque es un poco confuso al principio, con un par de partidas a BADBLOOD ya estaremos en condiciones de vivir un duelo jodido: aprenderemos a permanecer escondidos, a avanzar con cautela y detectar el más mínimo cambio en nuestro escenario… sin quitar un ojo al otro lado de la pantalla. Y cuando matemos (o nos maten) una bonita animación mostrando nuestro fin, que servirá para picarnos y espolearnos a seguir jugando, a mejorar y devolvérsela al adversario. Evidentemente, BADBLOOD tiene cosas a mejorar. Por un lado hay que seguirle el juego, entenderlo como es. Si el jugador es cómplice con esa actitud macarra y agresiva va a entrar de lleno en él. Por otro, si se juega con teclado, paciencia con los controles. Luego, claro, está el tema de su propio formato. Al no haber un modo individual (ni siquiera para practicar), acaba obligando a que juguemos con otro. Está claro que gran parte de su magia está en la cara del rival cuando lo machacamos, pero daría muchas más oportunidades para jugar. Eso, o un modo online de enfrentamientos. Se perdería la cara de disgusto del derrotado, pero se podría seguir jugando. Al no tener esos modos de juego, BADBLOOD queda casi como juego de mesa interactivo, al estilo de cositas como Unfair Jousting Fair o The Yawhg. Algo divertido y tenso con lo que desafiar a las visitas que tengamos en casa, a lo que volver como pildorita violenta de cuando en cuando. Si lo piensan, como primer proyecto es muy meritorio. Un bonito (y muy original) torbellino de sangre y mala leche con el que picarse por un rato.
Played a bit yesterday and really enjoyed the interacting mechanics and visual aesthetic. Hits almost all the marks of a great local multiplayer game including a depth of systsem to explore, short replayable game loop and intense close-call moments. The one thing this game lacks (and I fear that's the reason it won't be hugely successful) is a way to introduce new players to the game quickly. It took my partner and I close to 30 minutes of playing soft-matches, just trying out the different mechanics and asking each other how things work before we felt prepared to play a serious match. I enjoy the art and design ideas expressed in the game a lot, but I'm hesitant to show of this game to friends at parties (where I most often play local multiplayer games) because introducing all the mechanics is a frustrating, time-consuming process.
Multiplayer!!!Please!!! 多人游戏!!拜托了!!! I love this game,but.....we can only play it with friends in one room?......NO!!! 我贼喜欢这款游戏,但是……只能同屏玩?真的很可惜…… If you have a friend who always have times to play with you, it will be a good choice to buy this game.If not?....I don't think it is worth to pay. 如果你随时都可以跟朋友在一个房间里搞基的话,我挺推荐这款游戏,不然很不值 Or.... You are really rich.....You could think about this 除非……你很富有,钱不是问题……你可以考虑一下这款游戏,然后再加我好友——土豪,多一个朋友也没啥不是吗23333
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