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Posted on 21 November by Mark Inman – C.O.O, Honeyslug

New Frobisher Says DLC out this week

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If you liked being ordered to open seafood, not smile at woodland creatures and punch a bear in the face, then you’ll be delighted to hear that Frobisher’s Mega Fun Pack arrives on PlayStation Vita later today, priced at €1.49/£1.19!

As if the previous requests Frobisher made weren’t crazy enough, the Mega Fun Pack contains 15 new games involving such ludicrous demands as joining a gurning squad, milking a mammoth and driving to Stephen’s house.

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Posted on 29 September by Mark Inman – C.O.O, Honeyslug

Minis Week: Kahoots

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Honeyslug is a game development company we started in the summer of 2008, with the aim of creating games with interesting mechanics which we could make with just a couple of people.

Minis - Kahoots

We’ve found Flash to be a great platform for prototyping our game concepts – most of which are 2D games – and one of the ideas we had was Kahoots – a fusion of Zoo Keeper and Lemmings – where you guide your little guys (called Kahoots) to an exit door, but aren’t able to control them directly. Instead you swap adjacent blocks – things like bounce-pads, spikes or reverse blocks – to alter their routes. As we started to build levels with the basic features, we came up with ideas for new ones – and added cannons, which the Kahoots can be blasted out of, Cardborgs – nasty creatures which kill any Kahoots within reach, and cardboard boxes, which must be crushed or torn up by Cardborgs to clear the path – meaning that you often have to juggle things around in order to keep both Kahoots and Cardborgs alive, without allowing them to make contact.

Minis - Kahoots

Based on the pixel art prototype, we worked with a Flash games portal who published the flash version, and funding its completion – and at this point we started to think about ways we could really make the game stand out visually. Since Nat had done a animation degree, focussing mainly on stop-motion plasticine animation, and Ricky was a dab hand in Photoshop, we decided to bypass the route of paying an artist to create polished assets for us, and instead make all the art ourselves – with the strict rule that everything in the game would be real – either scanned, photographed or hand-drawn. We set a budget of £30, and went down our local high street buying things for the game – buttons, beads and fabrics from the local haberdashery, sweets and chocolates in the pound shop and of course, loads of plasticine for the characters!

Minis - Kahoots

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