Busy Bees

by PufferFish Games
TexturePacker ShowRoom Busy Bees TexturePacker ShowRoom Busy Bees TexturePacker ShowRoom Busy Bees TexturePacker ShowRoom Busy Bees TexturePacker ShowRoom Busy Bees


Busy Bees is a fun, casual game for all ages.

With over 1 million plays worldwide, Busy Bees delivers fun for all the family.

Using a simple one touch control, fly as far as you can, collecting nectar to unlock new characters, beat your best score and compete with other players on Game Center leaderboards, and unlock Busy Bees achievements.

The hives honey reserves are at an all time low! You have been chosen as their only hope to save the day! Only one thing, one ingredient , can replenish the hives honey stores... Nectar!! But it is in short supply, so you will have to have the best bees with the best abilities in order to navigate a collection of challenging levels, collecting nectar as you go!

Busy Bees is a game of skill and nerve... take your eye off the screen for a second and splat!

Compete with other hives around the globe and see who can collect the most nectar and who can fly the furthest.

Earn points for flying distance and the amount of nectar your collect.

Collect nectar to unlock new bees, which will help you navigate those difficult terrains.

Its all up to you now!

Can you collect enough nectar and save the hive!

How will your hive stack up against other hives on Game Center leaderboards!

How did TexturePacker help you with your development?

Texture packer streamlined my developer pipeline, allowing me to create multi resolution sprite sheets easier, faster and smaller than before.

What are your favorite TexturePacker features?

Its intuitive interface, making it easy to use and easy to update sprites without affecting code.

How did PhysicsEditor help with your development?

Busy Bees has alot of custom shapes for characters and obstacles. PE allowed me to create those shapes and manage the entire physics collision system.. using masks and other phsysics body properties much easier than updating code as my game evolved and I applied incremental changes.

What are your favorite PhysicsEditor features?

The interface is also easy to use, but the creaton of custom chapes and the ease of xport and import into your game is great.

Any tips and tricks you want to share with the community?

Simple, use TP and PE in your workflow.... it saves so much time, time which you can spend doing all the other things you need to do to complete your game and get it released. Why make life hard when tools like these are available!

Legal notice: The content on this page was submitted by Richard - who is responsible for the text, images and links.