Ben · Buzziut

released games

4 live on Roblox
1st place HiddenDevs Design a Disaster Play on Roblox ↗

Allergy Season

Sneezes set off the disasters. At 100% on the sneeze meter you sneeze hard enough to start a random disaster. Here it's a tornado, with a manga impact frame on the sneeze and you getting flung. The HUD is a local news weather report telling you to run for your life. Recorded on a phone.

Date
Oct 2026
Decided by
Public vote
Team
Duo
My part
Scripting, VFX, animation and UI
Winners announcement, HiddenDevs Discord Posted Oct 22, 2026. First place was decided by a public vote.

Visits as of Oct 2026.

I write it all myself instead of grabbing something off the toolbox, I keep the important checks on the server, and I make sure it still runs fine on a cheap phone. VFX and animation are my second skill, so an ability goes from the toggle to the finished effect without a handoff.

One system, one feature, an optimization pass, or a bug you're just done dealing with.

rates

USD

VFX

per effect · from $28
BasicOne emitter group, like an aura or a small hit spark
$28-35
StandardMulti part impact, trail and burst, simple beam
$36-45
AdvancedFull ability effect, charge, release and impact, custom textures
$46-58
Bigger than thatUltimates, cinematic effects, scripted timing
Quote

Scripting

per task · from $15
SmallOne mechanic, like a hitbox, a door or wiring up UI buttons
$15-30
MediumOne ability with the VFX hooked up, a shop, DataStore saving
$40-90
LargeCombat framework, round system, inventory
$100-250+
HourlyUnclear scope, bug fixing, edits to someone else's code
$12-18/hr

VFX and scripting for the same ability is the VFX tier plus the scripting tier.

clips

Hover a clip to preview it. Click to watch with sound and read what I built.

code

4 files on GitHub

Gifting system, server side

You buy a product for another player and it lands in their inbox, even if they're in another server or offline. If they don't claim it before it expires, it goes back to the sender.

ReceiptLedger.luaulines 31-52
-- New means this server owns the delivery, Error means Roblox should retry later
ReceiptLedger.Claim = function(purchase_id: string): ClaimResult
	local already_processed = false

	local claim_transform = function(current: any): ReceiptRecord?
		if current ~= nil then
			already_processed = true
			return nil
		end
		return { ClaimedAt = os.time() }
	end

	local succeeded = Store.Update(GiftConfig.ReceiptStoreName, key_for(purchase_id), claim_transform)

	if not succeeded then
		return "Error"
	end
	if already_processed then
		return "AlreadyProcessed"
	end
	return "New"
end

my own games

1 live · 1 in development

These two are my own projects, so whatever I write for you is the same kind of code I have to deal with myself later on.

Untitled Tower Defense

Live on Roblox roblox.com/games/119472908687736 ↗

A full tower defense game I made by myself. Code, UI, enemy behaviour, economy, balance, mobile support, all of it. It's live right now, which is honestly the main reason it's on here, you can go play it and check everything below yourself.

Unit shop with a hexagonal stat radar chart
The unit shop, each unit has its own hexagonal stat radar. All custom UI, no plugins.
A wave in progress with placed units and the economy HUD
A wave in progress, you can see the placed units, the enemy path and the economy HUD.
Hexagonal stat radar
It reads each unit's stat table and draws the polygon, the axis web and the letter grades at runtime. I built it out of primitives instead of using a charting module, so when I add a new unit I don't have to touch the UI at all.
Wave and enemy director
The waves scale up in what they're made of as you go, the enemies have different movement behaviours, and the multi-phase bosses switch up their attack patterns in the middle of the fight.
Tower placement
Validation that makes sure the preview and the placement you actually commit are always the same thing. Works the same with mouse and with touch.
Economy and support units
Income towers and payouts per wave, with some anti-snowball levers in there so a really strong early game doesn't make the rest of the run boring.
Loadout system
Equip, unequip and reorder. Including the sparse array stuff that silently breaks Lua table iteration if you're not careful about it.
Responsive UI and performance
Layouts that hold up on a small phone and on widescreen, animations split between client and server, and the per frame loops merged down into as few as possible.

Unannounced Asymmetric Horror Project

In development

An asymmetric horror game, 12 survivors against 2 strikers, on two maps, sort of in the style of Dead by Daylight. I can't say the name until we announce it. I'm the only programmer on it, my partner does the design and the map layouts.

Striker mid-pursuit with a red debug trail showing the computed path
The striker mid chase. The red trail is the computed path getting used up one waypoint at a time.
Luau source showing stamina-gated chase speed
Chase speed is tied to stamina, with an exhaustion threshold and a re-engage threshold, and the pathfinding fails safe if it can't find a route.
Custom character controller
Movement written from the ground up because I didn't want the default humanoid feel. Sprint, crouch and the state transitions, with weight based animation crossfading.
Soft shift-lock camera
A custom camera rig set up for over the shoulder horror framing. The easing keeps your aim responsive but it doesn't have that stiff feel the stock shift lock has.
Striker AI
PathfindingService routing that recomputes when a path fails, and it all runs off a stamina model. When the striker gets exhausted it drops to walk speed, and a re-engage threshold decides when it starts chasing again.
Objectives and interaction
Proximity prompts where every objective keeps its own state, and they feed into the round's win conditions.
Server-authoritative movement
Walk speed, position and player state all get validated on the server. That closes the client trust holes exploiters use to outrun you or clip through the map.

what I build

Data & saving
DataStores and ProfileService. Save structures, session locking, and migrating old player data over without wiping anyone's stuff.
Matchmaking & rounds
Queues, putting people on teams, the whole round lifecycle, and working out who won.
Character & camera
Custom controllers, sprint / crouch / stamina states, animation blending, custom camera rigs.
Enemy & NPC AI
PathfindingService routing, waypoint following, chase and search state machines, multi-phase bosses.
UI from scratch
HUDs, shops, upgrade panels, stat displays that read from data, and layouts that don't fall apart on a small phone.
VFXsecondary skill
Ability and cutscene effects, beams, trails, particle bursts and screen framing, built as a real instance tree. Everything above this line is the scripting, that's the primary skill, this one just means I don't have to wait on a VFX artist to finish an ability.
Performance & security
Figuring out what's eating your frame rate, moving work off the server, and validating remotes so exploiters can't just ask the server for stuff.

I've been publishing on Roblox since 2021. Some of the early stuff is still up, like Super Clickers and an early gun / combat system. The full list is on my profile.

how I work

  1. 01ScopeYou tell me the system or the bug. I ask the questions that actually change the estimate, and then I write down what's included and what isn't so we're on the same page.
  2. 02EstimateYou get a fixed deliverable and a real timeline before I start anything. If the job grows halfway through we re-quote it, I'm not going to quietly go over and then surprise you with it.
  3. 03BuildI send updates that have something you can actually test in them, not a week of nothing and then a giant wall of code.
  4. 04HandoffCommented, modular code that drops straight into your place, a quick walkthrough of how it all fits together, and a window after that where I fix anything that comes up.

working together

Availability (Eastern)
Every day except Thursday and Friday. That's around 25 hours a week.
Best fit
One system, a feature, an optimization pass, closing exploit holes, or hunting down a bug. Usually a few days to a few weeks of work.
Rates
The prices are up in the rates section. The final number gets set once we agree on the scope, and you get a date with it.
References
Crit (critical_dummy) and Pearl (pearlsnivy1) are happy to vouch for me. I can give you more if you want.

connect

Send me the game, what the problem is and when you need it by.

If I'm not the right person for it I'll tell you straight up instead of wasting your week.

buzziut.dev@gmail.com

Winners announcementHiddenDevs Discord · Oct 22, 2026
Screenshot of the HiddenDevs design-a-disaster channel: public voting decides first place, and the winners post lists @.ben284 and @lzomo v2 in 1st place