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ABuffZucchini

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A member registered Jul 17, 2022 · View creator page →

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The incrementing cacophony of sounds from the many goblins was pretty awesome, I'm not usually a massive incremental game guy but for one this was pretty nice! I enjoyed the artstyle, the one time upgrades were pretty sick, and now that I'm writing the review it feels wrong not hearing all that noise. Overall, pretty cohesive stuff, I had a solid time.

I thought the questions were cute! Don't have a ton much else to say unfortunately, the premise was fun and as far as incremental games go it's solid. I enjoyed the premises of the upgrades. Very serious stuff.

Glad you enjoyed! I was thinking in the last day of working on this that if this was a game I could've played back in the flash era I would've gone crazy over it haha. 

Ohhhh my god this is incredible, Super cohesive puzzle game with a WILD mechanic, this game puts you in situations and it's so scary when it does but the solutions are never actually obtuse, you just need to think really outside the box. Character animation is also incredibly fluid. It's rare I finish a puzzle game like this and want more but danggg there's unlimited potential with this wild gimmick. Stepping into what I thought was spikes and then turning it to the side with my little squid gears changed my life. Insane work.

Controls felt a bit clunky, I enjoyed the tone of the game and the way the guy said the phrase "silly doohickeys". Music got a tad repetitive, but overall the vibes were pretty awesome.

Super polished mechanics, with a floaty but still energetic player to toy with. The depth that comes out of all the random elements is really cool, and it's fun to try and get weird little combos, and time the spinning. I really liked the sound design of shooting, it feels properly like you're charging something up.

The narrative stuff is pretty on point here! I came in expecting reversed controls, which I am used to, but got hit with quarter turn controls, which is a whole new thing that was fun to learn on the fly. A very cute and concise visual style which never got in the way of the gameplay! Nice work :)

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you and me are gonna make a game one day noah... just u and me vs the world..

Thanks! I wanted the music to really feel like it was a part of the game, and have wanted to do dynamic audio in a project for a looong time now, so it was sick to be able to finally implement it!

The audio design is really good here, and needing to crank the thingy to make the light come back on is a clever way to build suspense and use the theme. Could've benefitted from more checkpoints, and it would've been nice to see the gameplay be taught a bit more organically than just needing to look at the itch description every once in a while. Very cool atmosphere.

Neat idea! Seems like it could've possibly benefitted from limiting the player's resources in some way, like I've noticed some other games have been doing. I liked the visuals of the gears, they were really clean.

Simple but effective! I think it would've been cool if the different obstacles did something beyond just having a different sprite, but the little changes in environments were fun, and getting little dialogues from the armadillo were nice touches. A game with a nice bit of heart to it.

Didn't feel like I had any control over what happened in combat, but I think where this game does shine is the visuals being very concise, and the homebrewed sound effects being very cute and charming :)

Silly idle game with just the right amount of juice. Numbers are balanced nicely, numbers also go up which is valuable and important. Visuals do what they need to!

Hands down the greatest game name of all time. The split second decision making is pretty cool here, but the controls felt kinda janky and not very responsive (in more ways than what I thought was intentional. Wish the levels did more than just add more tabs, but what's here is pretty neat! Love the concept of a little guy who makes the throbbers in your computer turn.

The commercial and dialogue at the start was sooooo entertaining, and the model for the little guy was so cute. While I had some issues with the gameplay because it lagged a lot on my laptop, the presentation of this one is off the charts, and the character feels really nice to control. Level design was pretty interesting, although I never figured out if you can die or not, despite it seeming like there were hazards.

Forecast system is clever! I enjoyed the concepts at play, and felt they could use a little more polish. Having invisible borders instead of something the player can see causes unexpected instances of taking damage because you didn't realize you were cornered, for example. I liked that the clouds all had different faces!

Could've used a little more polish but the moveset here is immediately really cool. There's clearly some nice potential with this, but it consistently feels pretty bad to miss a jump because there's no coyote time, miss a grapple because there's no buffer frames, etc. I didn't realize you can spin on a thing to gain speed for a bit, but once I realized I could have a pretty ok time.

Audio was incredibly buggy for me, but a very cute concept with a well-executed visual style. Unfortunately the audio issue really soured the experience, but I liked how it ramped up overall.

There's a lot going on here, but my highlight for sure is the visual design of the bosses, they all feel very striking and cool. Gameplay wise, I felt like I was flailing around for a bit, but eventually I got the hang of it, sorta kinda. The poem at the start was very appreciated, interesting stuff! Seems like there's some depth here.

This game was soooo cool. I did not enjoy the platforming segments very much, they just felt like things placed to pad time, but the interactions with npcs were cute, the audio was very fitting, and the artstyle is off the charts good. I loved how the characters looked at you, although I'll mention i found the spinning really fast to be a little hard on the eyes. Really cool settings going on here. Neat stuff.

Solid concept! Story in a game is always appreciated even if simple. UI takes up way more of the screen than it needs to, and an invisible barrier in a game about avoiding things by going left and right feels pretty clunky, but the yoyo does work as intended. Could've also definitely used some sound effects. I giggled at the death screen good job good job

A little more juice could've gone a long way here. Interesting mechanic but things like audio cues for when you can dash, a subtle sound for breaking blocks, maybe some particles or something, would change the world. Spinning didn't really add that much though, the dash feels way better than the spinning lol. Nice job on expanding on the mechanics level to level, that aspect felt smooth

What's there feels pretty nice! Could definitely be expanded on but the central mechanic of throwing boomerangs is very responsive, and I'm a big fan of the general aesthetic. Could've used more audio since what's there feels cohesive

YESSSS this one was SO good! Very clever puzzle design, even if it felt a bit unnecessarily slow at times. I enjoyed the meat mechanic flipping things on its head, and thought the screens with the lasers were also mostly well-thought-out. The particles were maybe a little overdone (last few screens had a lot of lag LMAO) but the juice on everything just felt awesome and super clean, same as the character. I will say, dying did feel a little weird on the audio side, but overall wow, insane job especially for one person!

The gameplay felt like gambling in kind of a bad way but it was definitely cinematic and pretty polished! Z fighting is a clever theme for a game and the audio was suuuuper nicely done, even when I didn't understand what was going on I was having a good time because of the wacky visuals and sound stuff. Clever idea!

Thought it was pretty fun! I couldn't really tell what the differences between levels were besides a colorgrade, and the audio was super choppy for some reason (possibly outing myself for low end hardware here haha but I haven't had this issue with any other game yet so figured I'd mention it.) but the 3D models were pretty polished and the gameplay loop was simple but effective. One major feedback is that I'm not sure how the player dies, I thought initially it was speed based but there were times I'd be going fast and then just cut abruptly to the death screen, which was awkward. Overall, nice job! Love the main character :)

You spin but it doesn't really impact anything, just feels like it was thrown in at the last minute which feels awkward. I enjoyed the visuals, but the audio felt very strangely balanced.

The swinging mechanic feels SO good! Loved the detail of the little sounds when you do, big fan of the visuals too, they're charming even if the scale is consistently very strange. Jumping felt real bad but it's ignorable because you can usually just swing everywhere. Very clean execution overall!

Character felt a little behind or something, running through the barrel felt a little nauseating and I'm not 100% sure why. Theming was cute and on point and I'm a big fan of the way things fit together, but the actual platforming was definitely a personal miss for me! Very consistent and fun artstyle :)

Mechanic felt really really bad, which is unfortunate because the presentation and theming is on the nicer side! Needed a little more polish to get the idea off the ground but I will reiterate that it IS a cool idea.

I did not particularly enjoy when a platform disappeared from under you, but the concept is cute. I thought the music changing when it was night was a really fun and cool touch, but it sounds weird on the transition, I wonder if maybe an instrumentation change or something would've been a bit cleaner! 

A very quirky platformer that feels pretty dang smooth, Loved how clean the pixel art felt. I feel like a little extra tutorialization in some form might have helped a bit, I got stuck pretty early on personally!

Main mechanic is interesting, having the background be the same color as the foreground but with more detail is rough for visibility. It sounded like the music was in the space rather than being background music, like it faded away and was in different ears based on where you were spatially. Level design was relatively interesting too, with some more polish this could be pretty hype!

You spin and then you take damage and then you lose, pretty serious stuff. I DID think the cutscene was kind of phenomenal though, very bizarre opening

The movement feels a little clunky but it's oddly charming, there's some cute puzzles in here, big fan of the exploration elements, wish there was a bit more in the audio department!

Wasn't sure how the theme was implemented, but for a first game it's solid. Could've used a sound when successfully / unsuccessfully hitting a blueberry

A very visually interesting game with a clever gimmick, Really liked the audio work in particular as well! Cool stuff with a simple control scheme which is always appreciated

This game doesn't really do a ton, wish there was a little more depth to it. Character sprite is nicely done!

Simple but absolutely gorgeous, the camerawork creates a lot of hype moments alongside the parallax background being so intricately layered. The gameplay loop is super fun, the sound effects are punchy although I'm sad there's no music. The upgrades give it some nice depth, reminds me of playing Wings.io as a kid., overall, a really clean experience with a fun learning curve!