Honey is part of the original Blinks Expansion Set and now included in the upcoming Blinks: Solo Challenger Pack. We caught up with Move38's lead game designer, Dan King to discuss the story of Honey
Describe your game/gameplay/why people would enjoy this game?
Honey is an Idle Puzzle Game or as I like to think about, a Living Puzzle.
It's really pleasing to a person with an analytic mind in its knowable calculability —that is to say its solvable. There is (mathematically ways) to make the most efficient hive but since its infinitely expandable with more Blinks, the experience has a lot of depth.
There are many different ways to play with Honey. Build toward efficiency or build for beauty. Either way it just looks and feels really cool.
What is the Origin Story of Honey
Again, Honey originated in summer of 2018. Jun and I were trying to develop a new genre of game for Blinks. I made a basic tetherball and Jun wanted to make a "cookie clicker" when the idea of idle games were really taking off.
Clicker mechanics are really simple but pleasurable, good way to spend some time and the idea really stuck with me. When I came back to it, I had the idea based on beehive dynamics and really wanted to make an idle game. I take real satisfaction comes from solving optimization patterns.
How did it change?
In Honey, tiers of specialized cells feed one to one moving pollen from flower to worker to royal jelly to queen—pretty simple right? I got the prototype working and tested in many different configurations. I think it's best to play with 9 or more.
Jon jumped into finalizing the game with some spectacular animations and we learned some things in the process.
Fun Facts about Honey?
Development of Honey led to new best practices behind the scenes
- From Basic Loops to Layered Animations
- Improved Communication Protocols
Honey is part of the original Blinks Expansion Set and now included in the upcoming Blinks: Solo Challenger Pack.