Dive into the Hive Mind by BalimaarTheBassFish
Welcome to Dive into the Hive Mind!

They came from space, and they brought the buzzness.
A swarm of alien bees has descended on Earth, short-circuiting cities, clogging satellites with wax, and causing mass pani-combs. But now, the source has been uncovered—an enormous, writhing brain drifting in low orbit, pulsing with psychic energy and radiating pure bee-vil.
Its name? The Hivemind.
Part neural network, part insectoid nest, all bad news. Every drone, every sting, every hex-tile of chaos—it all leads back to that big floating brain. And now, you’re going up there to end this buzzness once and for all.
Armed with industrial-grade bug spray, a reinforced beekeeper suit, and the sheer will to bee victorious, you’ve launched into orbit to face the swarm head-on. Dodge twitching tendrils, torch hive-laced lobes, and un-bee-lievably aggressive aliens as you push deeper into the squishy stronghold.
Your target? The legendary Boss Bee—queen of the swarm, mistress of mind control, and crowned neuro-nuisance of the galaxy.
Think fast. Spray faster. It’s time to sting before you get stung.
This isn’t just pest control… it’s space-brain bee-siege.
And the fate of Earth? That’s on your shoulders, honey.
About the game
At the heart of this game is a procedural generation algorithm that will generates the levels. No two play throughs will be the same!
We also have 2 different game modes. The story mode which you can access via the Start button and the Endless mode which you can access via the Endless button. The story mode game ends once you complete level 4, Endless mode is... well... Endless you keep on going as levels get harder and harder until finally you lose your final heart of health.
How deep into the depths can you go?
While we do have a web build available, we recommend for best experience to download the version for your OS.
Controls
Keyboard and Mouse
- WSAD for movement
- Mouse to aim
- Left mouse button to shoot the spray
- Right mouse button/ F Key to punch
Controller Support!
Yes, we have controller support! Tested on Windows 11 with both a PS4 controller and a wired Xbox controller.
Heads up: If your operating system detects another device (like a joystick, steering wheel, or even certain USB devices) as a controller before your actual gamepad, it can cause some in-game controls to stop working properly.
The fix: Unplug any other device your OS might be misidentifying as a controller, then plug in your game controller. This should restore full functionality.
- Left stick - Character movement
- Right stick - Aiming
- RT/RB - Shoot
- LT/LB - Punch

Words from the Dev Team
Bizzybee - Art, Music and SFX
The past few days have been one long manic episode for me, doodling like a madwoman and slapping down musical lines without (mostly) bothering to worry about their simplicity. I think my art even got a little better by the end of the jam. I'm more proud of this LD game than every other one we've done- though admittedly, that could be recency bias. I believe this is the most art I've made for one LD game.
Honestly, I think finishing this LD has been a much needed mental boost for me- it's an accomplishment that couldn't have come at a better time, after a recent chronic fatigue diagnosis. As I said in our "We're in!" post, constraint is such a wonderful tool to help creativity flourish. It's so special to be able to make something in such a short time, with the help of talented and hardworking friends.
Fgeva - Programmer
This time we tried to do more up-front design, and it worked. No last minute panic because we didn't know what the game mechanics were! Pure bliss! (Also I might be Halucinating, I lack sleep) Seriously though, this went well. We had goals and stretch goals, and I think we actually hit all the goals, and maybe even some of the stretch goals!
Balimaar - Programmer
This jam went way smoother than LD56. Back then, we made Paper Cat Farms, which—don’t get me wrong—was probably our best team effort at the time. But we basically went in with the plan: “Let’s make a farming game!” …and that was it. Zero roadmap, full chaos. The final push to the deadline? Manic. Utterly bee-serk.
This time? We actually used our brains before using our keyboards. We took a solid 30–60 minutes up front to figure out what we really wanted, what would be cool, and what would be straight-up dream material. And you know what? We hit all the must-haves, knocked out a bunch of the cool stuff, and even managed to sneak into dream territory here and there. Not too shabby.
As the programmer on the first shift (thanks to time zones, I could code for 12 hours and then hand off to Fgeva for the next 12—smooth baton pass!), I was very nervous about implementing procedural generation. I had a rough understanding, but you know how these things go. The moment it actually worked? Oh. My. God. That wave of relief was divine. I ran into a few bugs by Day 2 or 3, but I even managed to fix most of them without introducing more. Miracles happen, apparently!
Honestly, this was hands-down the best Ludum Dare I’ve had. All it took was that little chunk of planning at the start to keep us from descending into last-minute panic mode. We spent less time screaming at our screens and more time actually enjoying the process.
10/10. Would jam again.
A Peek Behind the Curtain
Biz Tells Us About Her Creative Process
Music: I decide to go for something electric sounding for the image of firing neurons and electrical synapses and whatnot. I started by searching "electric" in my instrument library and chose around 8 from the ones I found based off of pure vibes, noodling around and listening to a few seconds of each. I chose 3/4 for the bouncy bee rhythm, though you might not be able to tell with the syncopation. I decided my scale would center around the note B, of course. Then, I just messed around on my digital keyboard until I found a few notes in a sequence that sounded good. After that, I noodled around on my other instruments to see what I could add on top, and used the tried-and-true add an instrument or two every few bars.
SFX: I used the instruments I had chosen for the game and searched for appropriate noise within them. I focused on the shortest sounds, though for the firing noise I shortened an 8-bit high-hat from my drumkit instrument. Downward or dissonant sounds for negative things, something airy and crunchy for shooting like a spray, satisfying crunch for picking up ammo, happy trill for health, and such.
Art: I googled reference images of other games and of course, brains to get an idea of what I needed to do for the map. I used basic shapes to build the hero and bees to keep things easy on myself. I utilized mesh transform like all hell for many of the animations, that was really the MVP of my process to limit redrawing. Beyond that I made sure to keep the hero body parts on separate layers for easy rearranging and movement. I tried to keep the line thickness consistent where it made sense- making one mistake on the line thickness of the baby bees. I reused as much as possible in every way I could. Oh, when deciding the hero color, I went for the opposite on the color wheel from the dark purple ground- which ended up being green, to make sure the hero stood out. A lot of stuff I just glanced and winged it, though the main menu splash art I spent a bit more time with the brain lines and hand, closely following realistic googled references!
Changes
- 2025-04-09: The godot window stretch mode was set to "viewport" instead of "canvas_items", causing the game to not look as good as it could in fullscreen. No art was actually changed, it's now just displayed as intended. This is a one-line change.
- 2025-04-14: Some audio levels were fixed.
| Itch.io Web Build | https://fgeva.itch.io/dive-into-the-hive-mind |
| Original URL | https://ldjam.com/events/ludum-dare/57/dive-into-the-hive-mind |
Ratings
| Overall | 414th | 3.586⭐ | 31🧑⚖️ |
| Fun | 384th | 3.45⭐ | 32🧑⚖️ |
| Innovation | 474th | 3.19⭐ | 31🧑⚖️ |
| Theme | 605th | 3.383⭐ | 32🧑⚖️ |
| Graphics | 554th | 3.417⭐ | 32🧑⚖️ |
| Audio | 345th | 3.431⭐ | 31🧑⚖️ |
| Humor | 391th | 2.926⭐ | 29🧑⚖️ |
| Mood | 620th | 3.267⭐ | 32🧑⚖️ |
| Given | 24🗳️ | 41🗨️ |
I was trying to kill all of the bugs, and several times ran out of ammo during the boss fight. It seems that ammo dropping is random, and sometimes you get less ammo back than you spend. I tried conserving bullets by using the melee attack, but I don't think I understood how to do it right, because it almost always got me killed immediately. I eventually won by getting a lucky run where I avoided shooting as much as possible. And I had so much ammo that run that I took my revenge on every last bug in the room. The revenge was well earned. After many, many tries, I had finally saved reality:

Great work! Also, hehe:
> and the sheer will to bee victorious
Cheers for playing our game :) How did the randomly generated levels feel to you? Early on I coded the ammo loot drop to at least drop what it would take to kill the bees - which assumes 100% accuracy which is not easy. In the end I had it set so that 75% of the time the big bee and small bee would drop 1-5 more ammo than it took hits to kill them. Otherwise it would drop less. In hindsight I probably should have set the profit to be up to the max health value of the entity you were attacking. I spent a fair amount of time on balance and unfortunately this is something I missed.
@siilicac
My apologies! I didnt balance the ammo drops properly. How dd the procedurally generated levels feel?
To explain it quickly, an invisible walker basically runs a quick journey and where they walk unlocks tiles for the level. Where the walker stops is the room where the exit is spawned. So you might have had an occasion where the walker looped back on itself a little.
its not quite game over when you run out of ammo though! the character can still punch :)
let us know if you give the Endless mode a go and see how deep you can delve!
Sadly I got stuck with an enemy that would not 'recreate bullet', letting me without any amo.
Good job
Let us know if you take on the Endless mode and tell us how far you manage to go!
I couldn't get the punch to work and when I tried my controller it seemed like it didn't account for any deadzone. This could be my controller though, since I don't use it very often. (You can see me messing with the controller in the first few minutes.)
The ammo system forced me to try different ways of playing, which was awesome. I tried, and failed, just running around guys. Then I started counting my shots so I wouldn't end up with multiple bullets in the air that would disappear as they flew past a dead enemy. This worked much better.
The boss level was a nice challenge and again, the sound and art are fantastic.
https://youtu.be/Wwli2C7toz0
After that I implemented a check to see if the player had actually released the trigger since the last shot and that returned the gameplay to "as intended" territory.
I should have realised the same would have applied to the punch. As it stands, youre punching once every frame (Goku has nothing on you!)
Thank you for the video and your words about the ammo system in particular. I spent ages on that part of the balance and its good to see it works!
I challenge you bangkerpow to try Endless mode and beat my record of reaching level 13!
How did the levels feel to you? They were procedurally generated and different every game :)
Over all I think the game was great. I didn't encounter any annoying bugs, the controls and objective was really obvious to figure out while playing - which is just great for game jam games. Mostly everything had nice sound feedback, the death animation was really nice and the screen shake felt good. It felt polished which is amazing :D
I think it would have been better to have the life pickups shaped as hearts, that is, in the same style as in the UI. It's nice that it feels grounded within the world, but at least for me I think it more important to make it super clear for the player what they are looking at. I also think it would be good if you couldn't pick them up if you had full health and just add some of feedback why it happened.
I missed the sweet screen shake when getting hit by projectiles, and a sound when actually damaging an enemy.
Lastly, to me it didn't feel nice to be out of ammo. Maybe it could have a slow recharge (say a bullet every second or so) so if you hade no ammo you could continue shoot, just slower? Or maybe add some ammo pick ups that are not you're own shots.
edit: reading some of the other comments now I see there was a punch! Maybe you could have added the control scheme to the left on the menu instead of inside help :P But maybe that's just my own fault
Anyway, well done!
We're especially not sure what to do about ammo, as (I think I speak for at least two of the team :) ) I feel the strategies forced by having to go pick up ammo under fire in the boss levels do add something to the game, but at the same time it's true that when you really run out there's not a lot you can do (and to be honest, I don't think you missed much by not knowing you could punch. It doesn't really work well at all, and in hindsight I'm not sure adding it was a good idea). Slowly auto-refilling might work (or be part of the solution), We'll need to do some testing for that.
I see your point about rejecting unneeded health pickups, we'll definitely consider that.
There are indeed some places that could use sound effects (and maybe extra screen shake). I don't know if @bizzybee has time (and energy) for that, we'll see. I'll also let her respond to the health pickup suggesion. If it was up to me all those things would probably be squares of varying bright colours, so I'm not sure my input is useful :)
I totally get that not everyone vibes with that style, and it’s something I’ll keep an eye on for future jams, but I wanted to share where I was coming from with the design.
Always open to hearing more thoughts, especially if there are specific moments that feel unfair or frustrating. Thanks again for playing and being honest with the feedback – it helps more than you know!
I like the "don't waste bullets!" thing which I feel adds some strategy to it, but it definitely seems to make it harder to get into.