- Release Year: 2022
- Platforms: Windows
- Publisher: Follow The Fun
- Developer: Follow The Fun
- Genre: Puzzle
- Perspective: Top-down
- Game Mode: Single-player
- Gameplay: Hidden object

Description
I commissioned some bees 4 is a meditative hidden object puzzle game where players search for bees concealed within various hand-drawn, colorful artworks. With a top-down perspective and point-and-select interface, the game offers a relaxing experience as you meticulously explore each scene to locate all the hidden insects, set against abstract and stylized visuals.
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I commissioned some bees 4 Guides & Walkthroughs
I commissioned some bees 4: A Serene Masterpiece of Hidden Object Design and Artistic Collaboration
Introduction: The Hum of a Thousand Hidden Lives
At first glance, I commissioned some bees 4 appears disarmingly simple, a mere blip in the vast digital landscape of Steam—a top-down, point-and-click hidden object game where the objective is to find bees. Yet, to dismiss it as merely another casual puzzle title is to miss the profound, almost meditative philosophy at its core. Released on July 28, 2022, by the enigmatic solo developer “Follow The Fun,” this fourth numbered entry (amidst a sprawling series spanning multiple animal kingdoms) represents a perfect crystallization of a specific indie ethos: the celebration of artistic collaboration transformed into an act of player-driven discovery. My thesis is this: I commissioned some bees 4 is not a game about hunting, but about seeing. It is a meticulously crafted objets d’art experience framed as gameplay, leveraging the “hidden object” mechanic not as a trivial pastime but as a deliberate lens to foster deep, patient observation of uniquely commissioned artworks. Its legacy lies in proving that profound engagement and artistic appreciation can spring from the most minimalist of interactive conceptions.
Development History & Context: The “Follow The Fun” Manifesto
The “I commissioned some…” series, of which this is the fourth “bees” installment, is the brainchild of a developer operating under the moniker “Follow The Fun.” Little concrete biographical data exists, but the name itself is a mission statement. The studio’s history is synonymous with the series’ history—a rapid-fire, prolific output of hidden object games centered on a single, repeated concept: commissioning artists to create vibrant, detailed scenes hiding a specific creature.
The Vision & Technological Constraints:
The creator’s vision is deceptively pure. As stated in the official Steam description: “The brief was simple. I commissioned artists to create a fantasy world, and hide as many bees as they can inside it.” This is not a game built on a复杂的 narrative engine or advanced physics; its technology is a vehicle for art. It was developed in GameMaker: Studio 2, a tool renowned for its accessibility to indie developers and 2D capabilities, perfectly suited for this static-image-based gameplay. The constraints are obvious: no animation, a fixed camera perspective, and interaction limited to zooming and clicking. Rather than seeing these as limitations, the developer embraces them, pouring all effort into the curation and integration of the artwork and ambient soundscapes. The release pattern—with multiple numbered entries for bees, cats, dogs, etc., all within 2022—suggests a template-driven production model, allowing for rapid iteration and consistent delivery of a known quantity to a dedicated niche audience.
The Gaming Landscape of 2022:
The game emerged during a boom in the “cozy game” and “chill game” genres, propelled by the success of titles like Animal Crossing: New Horizons and the rise of “wholesome” direct showcases. It also tapped into the enduring, if often maligned, popularity of the hidden object genre (a staple of Big Fish Games and casual portals). What set it apart was its explicit, almost meta-textual focus on the art itself. In an era of user-generated content and asset flips, “Follow The Fun” positioned the game as a curated gallery experience, a bridge between the digital and the tangible appreciation of illustration.
Narrative & Thematic Deep Dive: The Story of Looking
There is no traditional narrative. No characters with dialogue, no plot progression, no textual lore. The “story” is entirely emergent and player-driven, existing in the silent contract between the artist’s creation and the player’s scrutiny.
The Implied Narrative of Creation:
The title itself—”I commissioned some bees 4″—is a powerful narrative device. It establishes a triple-layered authorship:
1. The Developer (“I”): The curator and architect of the experience, who sought out artists and framed the challenge.
2. The Artists (“some bees”): The true world-builders. Each of the 10 unique artworks is a “fantasy world” born from an individual artist’s imagination. Their task was to hide bees, a constraint that breeds incredible creativity—bees become patterns on fabric, shapes in clouds, motifs in architecture, or hidden within the psychedelic twists of a tree.
3. The Player (“You”): The final actor in this narrative. The game’s context (“Now it’s your job to find them all!”) casts the player not as a hero, but as a detective, an archaeologist, a patient observer completing the artist’s vision by revealing their hidden signature.
Themes of Patience and Perception:
The core theme is mindful observation. The game’s pacing is explicitly described as “Meditative / Zen.” The absence of a timer pressure (though a timer is available for self-challenge), the unlimited hints with no penalty, and the ability to zoom freely all serve to remove anxiety and promote a slow, deliberate scanning of the canvas. This contrasts sharply with the frantic seeking of traditional “Where’s Wally?” books. The player is encouraged to get lost in the details, to appreciate the brushstrokes and whimsical elements of each piece until the tiny, often camouflaged, bee reveals itself.
A secondary, more subtle theme is collector’s joy. The user-defined tag “Creature Collector” is apt. While not collecting in a Pokémon sense, the player is engaged in a act of accumulation and completion. Clicking a bee to make it disappear provides a small, satisfying dopamine hit and a visual confirmation of progress, driving the compulsion to “find them all.” The ability to “restore a small number of bees” to a painting for replay introduces a theme of permanence vs. ephemerality—you can erase your work and start the search anew, making each discovery a fresh event.
Gameplay Mechanics & Systems: Elegance in Simplicity
The gameplay is a masterclass in focused, uncluttered design.
Core Loop & Systems:
1. Selection: From a gallery menu, the player selects one of 10 unlocked artworks.
2. Exploration: The player navigates a free-floating camera (top-down perspective) across a high-resolution 2D illustration. Navigation is via mouse drag or WASD keys; zooming via scroll wheel or arrow keys—a thoughtful accommodation for different hardware.
3. Discovery: The objective is to locate all hidden bees (and “additional bee-related objects,” though the primary focus is bees). Upon clicking a bee, it vanishes with a soft, satisfying sound effect and a subtle particle puff.
4. Completion: Upon finding all designated bees, the level is complete. A timer shows the duration (if used), and progress is saved. Achievements are awarded per level completion.
Innovative or Flawed Systems:
* The Hint System as a Design Cornerstone: The implementation of “unlimited hints if you get stuck” is not a concession to difficulty, but a fundamental design philosophy. It removes frustration, ensuring the player’s experience remains within the “Zen” zone. A hint likely highlights a general area or a bee itself, preventing the “stuck” negativity that plagues many hidden object games.
* Progression & Replayability: The game’s structure is non-linear. “All levels start unlocked,” allowing players to curate their own journey. The “restore bees” feature is a brilliant solution to the one-time-play problem of static images. By reintroducing a random subset of bees, it transforms a memory task into a renewed visual search, dramatically extending longevity. Paired with “3 save slots” and a full reset option, the game respects the player’s time and desire to return.
* UI & Accessibility: The interface is pristine. Minimalist HUD elements (just the bee counter and timer toggle) never obstruct the view. Keyboard controls are fully supported. The Steam listing notes “Use your keyboard to move/zoom in if you have no scrollwheel,” showcasing acute awareness of accessibility and player hardware variations.
* Potential Flaws: The primary critique, echoed in user reviews, is the tiny size of some bees. In densely packed, intricate artwork, bees can be reduced to a handful of pixels, requiring extreme magnification and straining the eyes. This can shift the experience from “meditative search” to “frustrating pixel hunt,” creating a dissonance with the “Relaxing” warning in the store description. Additionally, the core mechanic, while refined, is intrinsically repetitive. The 1000+ bees across 10 artworks averages 100 per screen, which can lead to fatigue for players not fully bought into the zen mindset.
World-Building, Art & Sound: A Gallery of Fantasies
This is the undisputed crown jewel of I commissioned some bees 4 and the entire series.
Visual Direction & Artistic Collaboration:
The game is a anthology of outsider and indie art styles. Each of the 10 paintings is a distinct, hand-drawn “fantasy world” created by a different commissioned artist. The styles range from cartoonish and cute, to abstract and psychedelic, to comic-book and illustrative. The Steam tags—”Hand-drawn,” “Stylized,” “Psychedelic,” “Comic Book”—only begin to capture this diversity. One scene might be a serene, pastoral landscape with rolling hills and cottages; another might be a kaleidoscopic, fractal dreamscape. The “brief” of hiding bees acts as a creative constraint that pushes artists to incorporate the bees organically into their unique iconography, resulting in breathtakingly clever integrations. A bee might be the center of a flower, a pattern on a wizard’s robe, a star in a constellation, or a ghostly figure in a mist. The joy is as much in discovering the artist’s cleverness as it is in finding the bee.
Sound Design & Atmosphere:
Each artwork is paired with its own music and ambiance, as noted in the features. This is a crucial, often overlooked, element of the immersion. The soundscape—whether gentle acoustic melodies, ethereal synths, or nature soundscapes—is not generic; it is chosen to complement the mood of that specific painting. The music helps define the “fantasy world,” making the silent act of clicking feel like an act of exploration within a living (though still) space. The sound of the bee’s discovery (a cheerful pop or chime) provides positive feedback that is never jarring, maintaining the relaxed atmosphere.
The combination of diverse art and tailored audio creates a cohesive yet eclectic experience. You are not playing one game, but rather touring ten micro-exhibits, each with its own curatorial voice, united by a single, playful act of participation.
Reception & Legacy: The Quiet Triumph of a Niche Phenomenon
Critical and Commercial Reception at Launch:
I commissioned some bees 4 did not land on major review sites like IGN or GameSpot. Its reception exists almost entirely within the Steam ecosystem and niche gaming press (references from PC Gamer and Rock Paper Shotgun are more about the series’ collective absurdity than critical analysis of this specific entry). On Steam, its reception is phenomenally positive: “Very Positive” (98% of 74 reviews at the time of analysis), with a Player Score of 99/100 on aggregators like Steambase. Sales data from Raijin.gg suggests modest but solid performance (estimated ~2,000 owners, ~$2,500 revenue), placing it firmly in the successful indie niche category.
Player Sentiment Analysis (from Niklas Notes & Steam Reviews):
Thematically analyzed Steam reviews reveal a clear consensus:
* Strong Positives (Relaxing Gameplay, Beautiful Artwork): The most frequent praises are for the soothing, stress-free experience and the stunning, varied art. Players repeatedly use words like “lovely,” “beautiful,” “calm,” and “amazing to see all the different art styles.”
* Positives (Easy Achievements, Soothing Music): The straightforward achievements and fitting music are noted as key parts of the appeal.
* Neutral/Mixed (Lack of Innovation, Repetitive): The most common critique is that it does not significantly innovate on the previous bees games or the hidden object formula. Some find the core loop monotonous after a while.
* Negatives (Poor Image Quality, Small Bee Size): A small but notable subset of reviews complain about image resolution/compression artifacts and the extreme difficulty posed by minuscule bees, directly contradicting the “relaxing” promise.
Evolution of Reputation:
Its reputation has solidified as a “cult cozy classic.” It is not a game that aspires to mainstream acclaim but has found a fiercely appreciative audience that values its specific, tranquil offering. It is often recommended in forums for players seeking “something to zone out to” or “a beautiful picture to stare at.” The series itself, with its dozens of entries (71 items in the “All Hidden Object Games” bundle), has become a fascinating case study in volume-based niche production on Steam.
Influence on the Industry:
Its direct mechanical influence is minimal. However, its artistic curation model is notable. By consistently paying multiple artists per entry and showcasing their work in a playable context, “Follow The Fun” operates a decentralized, collaborative art project with a game wrapper. This prefigures and aligns with trends in “digital collectibles” and artist-centric platforms, albeit in a non-blockchain, ethically transparent manner (paying artists for commissioned work). It also contributes to the legitimization of ultra-casual, visually-driven experiences as valid artistic statements within the indie space, standing alongside games like The Baby Simulator or Potion Craft that prioritize a single, polished interactive concept.
Conclusion: A Testament to Focused Intent
I commissioned some bees 4 is not a game that seeks to redefine its genre, tell a story, or push technical boundaries. It is, instead, a breathtakingly successful execution of a singular, modest vision: to create a peaceful interactive space for the appreciation of beautiful, collaborative art. Its genius lies in its ruthless focus and its respect for the player’s intelligence and time. The unlimited hints, non-linear progression, and replayability features are not concessions; they are tools to ensure the player’s experience aligns with the intended meditative state.
The complaints about repetition and tiny bees are valid but miss the point. The game is not designed for a thrill-seeking or completionist-obsessed audience. It is designed for someone who wants to spend an hour with a stunning painting, their mind gently engaged in a treasure hunt that is ultimately about the joy of seeing. In an industry increasingly obsessed with scale, narrative ambition, and live-service mechanics, I commissioned some bees 4 is a quiet, defiant reminder that a game can be profound through profound simplicity. It is a digital zen garden, a gallery of hidden worlds, and a testament to the power of a clear, humane design philosophy. Its place in history is not as a landmark of innovation, but as a perfect specimen of a well-executed niche—a game that knows exactly what it is, and for the player seeking its specific, serene pleasure, it is nothing short of flawless.