Chuchel
game
7/20/2026

Chuchel

byAmanita Design
8.2
The Verdict
"CHUCHEL knows exactly what it is, and that self-awareness is its greatest strength. Amanita didn't accidentally make an easy adventure game; they deliberately made an interactive cartoon and had the discipline to strip out everything — difficulty, length, friction — that would get between you and the next laugh. Judged as a puzzle game, it's slight. Judged as two hours of hand-crafted Czech absurdism you can poke, it's close to perfect. Buy it on a touchscreen, hand it to a kid or your own inner one, and let the cherry chase begin."

Gallery

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Key Features

Thirty bite-sized vignettes: Each scene is a self-contained gag, puzzle, or mini-game lasting two to five minutes. The structure means zero filler — when a joke lands, the game moves on rather than milking it.
Affectionate arcade parodies: Pac-Man, Tetris, and other classics get filtered through Amanita's hand-drawn absurdism. These are the game's best moments — recognition humor executed with genuine craft.
DVA's soundtrack and sound design: The Czech band scores every squawk, boing, and tantrum. The audio isn't accompaniment; it's half the comedy engine, functioning like a live foley artist reacting to your clicks.
A hint system that eliminates friction: Stuck for more than a minute? A built-in walkthrough is one tap away. Amanita clearly decided that frustration is the enemy of comedy and designed accordingly.

The Good

World-class hand-drawn animation and art direction (IGF 2018 winner)
Genuinely funny — consistent slapstick that lands for kids and adults
DVA's soundtrack and sound design elevate every interaction
Touch-native design makes mobile versions feel definitive

The Bad

Roughly two hours long with minimal replay value
Puzzles are trivial; adventure game veterans will never be challenged
Formula becomes visible in the back third
Steam pricing feels steep for the runtime; announced Switch port never shipped

In-Depth Review

Bottom Line: CHUCHEL is barely a game and entirely a delight — a two-hour Czech slapstick cartoon you poke with your finger. If you demand challenge, walk away. If you want the funniest thing Amanita Design has ever made, this is it.

The Gameplay Loop, Such As It Is

Let's be precise about what you actually do in CHUCHEL: you tap things. You tap creatures, mushrooms, eggs, Kekel, and Chuchel himself, and the world reacts with expressive, escalating slapstick. The "puzzles" are rarely puzzles in any meaningful sense — they're interaction sequences where the solution is usually "click everything until the cartoon advances." Adventure game veterans will solve most scenes on instinct.

This is either the game's fatal flaw or its central design achievement, depending on what you walked in expecting. I'd argue it's the latter, and here's why: comedy is a timing medium, and difficulty destroys timing. A gag that lands after ninety seconds of confused pixel-hunting isn't a gag anymore; it's a relief. Amanita understood that the traditional adventure game loop — try, fail, consult walkthrough, resent designer — is structurally incompatible with slapstick. So they gutted the challenge and kept the reactivity. Every click produces something: a squeal, a transformation, a small betrayal. The game trains you to experiment not because experimentation is required, but because it's consistently rewarded with new animation.

Chuchel Himself Is the Mechanic

The real innovation isn't in the puzzle design — it's in the protagonist as comedic instrument. Chuchel is a fully realized character in the Looney Tunes tradition: petty, obsessive, easily enraged, and endlessly abused by his environment. He screams at obstacles. He sulks when ignored. He performs a victory dance so smug you'll want the cherry stolen again just to watch him deflate. The player's relationship to him is closer to a cartoon director's than a hero's — you're not embodying Chuchel, you're provoking him, and the game's best interactions exploit that distance. Clicking on Chuchel when there's nothing to do produces some of the funniest idle animations in the medium.

The Mini-Game Interludes

The parody sequences — a Pac-Man maze rendered in Amanita's biological grotesquerie, a Tetris riff, several I won't spoil — do real structural work. They break up the tap-and-watch rhythm before it can go stale, and they're pitched at exactly the right difficulty: playable by a six-year-old, charming to a forty-year-old. None overstays its welcome. This restraint is rarer than it should be; a lesser studio would have padded each mini-game into a five-minute obligation to justify the runtime.

Where It Falls Short

The honest critique: CHUCHEL's structure is a joke-delivery treadmill, and around the two-thirds mark, you can feel the formula. Cherry appears, cherry is stolen, absurd obstacle, resolution, repeat. The individual gags stay strong, but the narrative stakes never escalate — there's no equivalent of Machinarium's melancholy undertow to give the comedy contrast. And at roughly two hours with near-zero replay value, the Steam price point asks you to value this like a movie ticket, not a game. That's a fair ask, but it's an ask, and the 15% of negative Steam reviews are mostly people who weren't told.

One accessibility footnote that matters: the original release drew criticism for Chuchel's black-fluff-and-red-lips design, and Amanita — to their credit — redesigned the character post-launch, shifting his coloring. The studio listened and acted. That responsiveness deserves mention.

Editorial Disclaimer

The reviews and scores on this site are based on our editorial team's independent analysis and personal opinions. While we strive for objectivity, gaming experiences can be subjective. We are not compensated by developers for these scores.