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HoneyHunters: Jam or Slam
HoneyHunters: Jam or Slam (Soundless)
You will never forget this Halloween.
On the isolated continent known as the Lonely Continent, Jam's Eve is not a holiday... it is a ritual to be observed. Each year, as the blood-blue moon eclipses and the veil between worlds thins, forgotten traditions echo ominously through the wilderness. And as the darkness deepens, the knock on the door grows ever more insistent.
This year, the air is thick with fear. Even the bees have temporarily stopped their feud with Bear.
Broken promises remain, and the shadows… they watch. Fail to observe the traditions of Jam's Eve, and they will come for your soul. For the Veil remembers. It always remembers.
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You agree to look after an old friend's small but cozy hut for one night. You think that in such a cozy atmosphere, horrors will pass you by. But what dark secrets does your old friend hide, and what will his clients tell you?
Knock... What was that sound?
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In HoneyHunters: Jam or Slam, try to stay all alone overnight under this spooky canopy to guard it from uninvited guests.
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Controls:
Use MOUSE to interact with objects like doors, windows, and arrows.
Use WASD+SPACE/ARROWS+SPACE to move (it's completely useless, right?)
Observe the traditions of the holiday:
This time, you can only take Jars of Jam. Don't resist: no one will like the direction this is heading.
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You're not protected.
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Don't forget to check the basement to avoid any troubles like sharp teeth in your face.
Make your decisions:
No one cares... Only at first glance. This will also lead to special endings.
And please, try not to become someone's dinner.
Check your pockets - one of these items could save your life:
🗝️🔧🧪🦴🪙🪪
The Key Without a Lock: can be found hanging on a tree branch near the entrance to the cabin or obtained by answering all questions correctly in a quiz. Can be traded or used by someone who knows how to open the door.
Wrench: can be obtained after reaching any ending. Needed to repair something discarded and forgotten.
Sleeping Drink (?): find it lost by the window or trade it to stay awake longer. Don't take too much of it—it's quite harmful.
Treat: can be obtained after reaching any ending. Will force the fetcher to find and bring to your door a person who has lost their identity.
Ancient Coin: can be obtained after reaching any ending. Useful for getting along with someone who doesn't seem like a history buff at first glance.
ID: can be obtained when the fetcher and the old keeper meet. Could be useful if someone asks for documents?
Electroshocker: For mission purposes only! Use only as directed.
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And finally, look where your actions lead:
"Victim" Ending: Actually, you weren't alone here. Try using better protection next time!
The "Bad" Ending: Just follow the plot and don't do anything contrary. Survive until the morning and feel the holiday fade away. But it won't be erased forever; it will return.
"Bad Cop" Ending: You need to protect yourself on this night, but not so much that you harm ordinary citizens! What? You just didn't have documents?
"Traditions" Ending: Make a deal with the dark forces and complete the task, gaining true freedom.
"Subspace" Ending: Do you even know where you've ended up? Get the old machine, restore it (you'll need tools and help from others), and complete the minigame. Everything should be perfectly fine.
"Good Cop" Ending: Help the army prevent the horror that has been happening for centuries on this day - destroy the monster and become a hero known throughout the continent!
"Cockroach" Ending: Find the right person, prove your cockroach-catching skills, have the key with you, and conduct a real experiment... right on yourself.
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And remember, don't get all of these endings together at any cost; just one is enough, even a simple loss. You're not ready to face it.
you are not ready for the "good" ending
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Credits:
In-game!
Oh, wait.
Haven't played the Main Game yet? Play It Here:
https://t.me/+Xy1aKrYJT3syMDBi










