Buzz Together poster
LEVEL 01 // GAME JAM

BUZZ TOGETHER

MODE: GAME JAMENGINE: UNREAL 5.6 · C++STATUS: CLEARED ✓

One bee. One sunset. One swarm that grows with every trip home.

The pitch

The Hive is starving and you're its last scout. Race across a glowing meadow, load up on pollen and make it home before the sun goes down. Every delivery calls another worker bee to your side, and your swarm becomes your shield against the wasps closing in. Fly further for bigger rewards, but the meadow fights back.

The challenge

One weekend. One theme: Hive Mind. My answer: start alone and grow into a living swarm, one mind flying many bodies.

What I did

Designed and built the whole experience: the core loop, the C++ gameplay, the honey-gold UI, the music and every sound effect. Every model, image and sound is generated in code. Zero store-bought assets.

Loadout
  • UNREAL ENGINE 5.6
  • C++
  • SLATE UI
  • PROCEDURAL AUDIO
Features

Built to make you take one more risk.

SWARM SHIELDEvery delivery adds a worker bee that takes the sting for you.
RISK VS REWARDSunflowers on the edge are worth 3× the pollen, and 3× the danger.
RACE THE SUNSETDeliveries buy you time. In the last 30 seconds the sky turns red and the wasps multiply.
BOOST FLIGHTSix-direction flight with a boost that outruns any wasp.
MADE IN CODEModels, menus, map, music and SFX: all generated, nothing imported.
CHASE THE SCOREDelivering pays 5× more than collecting, so every trip home is a gamble.
Gameplay video
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Screenshots
Dev log

One weekend, zero external assets

Core loop: one mind, many bodies
01Core loop: one mind, many bodies
Meadow layout: risk vs reward
02Meadow layout: risk vs reward
Sunset timer + rising pressure
03Sunset timer + rising pressure
Scoring + tuning values
04Scoring + tuning values
SOURCE CODE // EXCERPT
// When a wasp stings: the swarm protects you, or the run ends
if (Swarm.Num() > 0)
{
    Swarm.Pop()->Die();                  // a worker bee takes the hit
    DropPollen(CarriedPollen / 2);       // lose half your pollen
}
else
{
    GameMode->EndRun(EEndReason::Stung);
}