PizzaBoy

1 / 8

GAMEPLAY:

Take control of PizzaBoy, a nimble pizza delivery guy equipped with an air-dash that allows him to bounce off walls. This can be used to reach greater heights and distances than the standard run and jump. PizzaBoy must navigate dangerous environments to deliver pizzas to hungry monsters.

Pizzaboy must make it to the end of the level to deliver the pizza, but don't expect it to be too simple, as each area is full of pizza-hungry monsters. Don't get too close, or they might just steal a slice! The customer won't be happy with a half-eaten pizza.

The path to the customer won't always be straightforward either. Every level is a metroidvania style map with many secrets, collectables, and areas to explore. Alongside delivering pizzas, PizzaBoy may find opportunities to recover his lost memories and discover the dark secrets of the company he works for.

The player's choice in how they tackle the level will determine the ending of each chapter and ultimately the end of the game.

If the customer is satisfied with your performance, you might just get a 5-star review.

CHARACTERS:

PizzaBoy is a loyal employee of 'Pizza Dawg's Pizza' who has recently been promoted to a more dangerous job (that pays an extra 60 cents an hour).

Not much is known about his identity, as he seems to have lost all memories of his past.

While delivering pizza, he falls in love with a vampire.

VampireGirl is one of the last surviving vampires on earth.

For unknown reasons, she has a burning hatred for pizza delivery guys. In her free time, she orders pizzas just to kill them.

However, she makes an exception for one...

Pepperoni Dog.

STORY:

In a world where humans and monsters have been in conflict for centuries, PizzaDawg's Pizza is trying to spread the word of peace through the most beautiful delicacy ever created (pizza). Over the past 20 years, PizzaDawg's has been successfully delivering pizzas to monsters.

Our protagonist, PizzaBoy, is one of the many staff members unfortunate enough to be promoted to monster deliveries. After he gets promoted, life gets a whole lot whackier. While delivering pizzas, he finds himself learning more about the company he works for and even about himself. There are many whacky characters to be found in the world of PizzaBoy.

The game's ending is determined by the player's choice to search for the truth or remain ignorant of the companies' dark secrets.

ПлатформерыПриключенческие игрыИнди

Системные требования

Минимальные

  • Minimum:
  • Requires a 64-bit processor and operating system
  • OS: 10+
  • Processor: i5+
  • Memory: 4 GB RAM
  • Graphics: Intel® HD Graphics 5500
  • Storage: 500 MB available space

Рекомендуемые

  • Recommended:
  • Requires a 64-bit processor and operating system
  • OS: 10+
  • Processor: i5+
  • Memory: 4 GB RAM
  • Graphics: Intel® HD Graphics 5500
  • Storage: 500 MB available space

Отзывы

Steam · Very Positive

Все отзывы в Steam

52 положительных из 55 отзывов

14

Игрок 3114Рекомендует5 ч в игре

[9/10 Game] This game has absurdly good pixel art, a very nice (albeit weird) OST and a pretty surreal, outlandish story that somehow didn't lose its own plot. Many of the characters are very compelling, even those with lesser screen time. A grand majority of the enemies and fights feel very forgiving and fair (all but one...), and while it is a difficult platformer, I'd say it's far easier than the likes of Celeste. Making this a very good title for those wanting to get into the precision platformer genre, especially those migrating from casual platformers. Now that the appraisal is out of the way, I have my criticisms... || SPOILERS BELOW, PLEASE PLAY THE GAME! IT IS WORTH THE $10! || Firstly... Ch4 is a bit annoying to 100%, mainly on account of the obscurity of the Kitchen. I don't know if it was just me, but it was not very obvious the kitchen was a place at first. This also meant I was just collecting Cylinders to collect them (them achievements!). So getting through the entirety of Ch4 and then going through the whole bad ending before realizing there's a kitchen did hurt a bit. Especially since Ch4 is by far one of the more confusing chapters to navigate. While most chapters feel pretty coherent and linear, Ch4 is very estranged and removed from that trope. Speaking of a Bad Ending, my main gripe and criticism is the final battle. While I understand this fight is meant to be a punishment rather than anything remotely fun. It still could benefit from some QoL... a lot of the flame attacks have some unfair hitboxes, and the bouncing flames can bounce very inconsistently. This leads to deaths that truly do not feel like player fault and instead moreso "♥♥♥♥♥♥♥♥". Not to mention this character, Tin, feels like she takes a bit too much inspiration from Sans . Down to the judgement portion, the desolate atmosphere, the usage of blue attacks, mocking dialogue that transcends attempts and of course her meta element. It makes Tin feel a bit unoriginal, compared to the rest of the stellar cast. I hope in whatever future game they foreshadow in the Good Ending fleshes her out far more into a more likeable character, because right now she feels like a mixture of Sans and a plot device to carry out the endings. Moving on, I feel as though there is an odd difficulty spike with the chapter 3 Eye Room, and that the Pizza Shark is more punishing than I feel like is intentional. This mainly has to do with its suction ability, which throws off platforming and can lead to some bad moments when the main platforming is very close to the room door. I think having a chaser enemy is fine, but the strong suction is a bit much. I think a far weaker suction would work better to keep the vibes but make it not as punishing to the player. Finally, I think this game could use a "start from last save" feature as an option from chapter select. It's a little grating going back through an ENTIRE chapter just for a secret at the very end. There's always a save point right before the point of no return in each chapter, so I don't get why this isn't a feature. I get many old video games were punishing on this front, but that doesn't excuse blatant lack of QoL in 2026. / / / / / I think overall this game is still really good! Hence the high rating despite my criticisms. I think it's absolutely worth the $10, and should be purchased at base price to support the developers who made this project. I look forward to playing any future games from this developer.

76

Игрок 5576Рекомендует6 ч в игре

A magnificent, relatively short platformer with a pretty interesting story. The music, locations, and characters are all superb. Highly recommend.

20

Игрок 8020Рекомендует5 ч в игре

Very torn on this review, because for much of the game I wasn't very happy with it, but it's got just enough of that special sauce to make me give it a thumbs up. I think the crux of my issue comes down to a few issues with the gameplay. One of them is just stiff controls, always needing to press the down button to recharge your dashes is cumbersome, and makes traversal a bit more frustrating than I'd like. You can really feel it sometimes when you dash to a collectible, forget to press down, jump to head back, then realize since you never pressed down, you just fall to your death. The down button is also real dangerous, I had to switch to dpad sometimes while platforming because even a light tap on down while doing a difficult platforming section will lead to pizzaboy committing to a ground pound and just killing himself. I also had some situations with one block platforms where sometimes I'd dash into the side and bounce up, and sometimes I barely dash too high, dash over them, and fall to my death. Nothing that I couldn't catch eventually, but it felt frustrating in how committal the dash is, despite how unwieldy it can be. The dash bounce also feels a bit shorter than it needs to be. It was kind of funny in chapter 4 where I was struggling to leave the hub area to the top rooms because I didn't realize you had to MASH the dash to get maximum height to get to those doors. Definitely feels like a little bit more leniency in how the dash works would make the movement feel a lot better. I think the checkpoints in most levels are in good enough places that it's not a huge issue, although I think the short cutscene after every death lasts a little too long. It's also very weird that checkpoints save your health level, but respawn every health pickup on death, so if you hit a checkpoint while low, you can pick up a health item, save again, kill yourself, and repeat until full. Felt really jank, personally I think you should just respawn at full health, I don't think the game would be any worse for it. I also had some thoughts on the level design. For the most part I think it was fine to good, but occasionally you'd hit a part that just felt dramatically worse than others. There are a few places where you drop down across a screen transition and will fall into a bottomless pit if you don't dash at the right time, which felt extremely poorly designed to me, since in most cases, safe down screen transitions are fine to ground pound through since you move faster, but ground pounding into a death you couldn't have predicted felt pretty cheap to me. The health system is also very weird. falling off is one of very few ways to insta die, and while I don't like insta-kill spikes, the spikes not being insta kill and allowing you to press down and recharge your dash on them made damage boosting through some screens feel optimal in a way that felt unintentional. It also feels like most stages give you so much health it's easy to stay at full the entire time, then in chapters 4 there's a dramatic difficulty spike where there's far fewer health pickups available, but far more enemies (some of which feel pretty awful to try and dodge). I think the boss fights are interesting, most of them being survival gauntlets is kind of neat, although I do think some of them are programmed a bit weird. The chapter 2 boss for example chooses his landing platform so late in his jump that if you jump to another platform too early after he jumps, he will land on the same platform you land on and hit you, which felt bad. Felt like you read his pattern correctly, but got punished for it anyways. In general though, once you know the boss patterns, all of them except one are fairly easy, which isn't a bad thing. The process of learning the boss patterns is quite fun. Also one nitpick I have unrelated to all the above is that the options menu is really jank. I found it extremely easy to try to rebind your controls, then instantly unbind them, and it takes some level of slowing down and trying to understand what the game is thinking to successfully rebind your controls. That's just jank and could probably use another layer of polish. Volume options would probably also be good, the music in this game is pretty unique, but it's also quite loud, the chapter 2 music in particular can get really grating after a while. I know that I said a lot of negatives about the game, but I'm still giving it a recommend, which can seem weird. The biggest reason for that is just the writing and story. It's fairly simple, but it subverted my expectations of what this game was going to be about, and trying to read every last piece of dialogue to learn as much as I could about the setting/characters/story really engaged me. I do have one small peeve with this too, which is that it's kinda easy to accidentally run past a phone spot and put yourself into a situation where you can never go back and read that dialogue again without replaying the level. This caused me to replay a few levels, which felt bad. But it could have felt worse, the map design in this game is actually quite good on a macro scale. Your first time playing through each level is a bit slow as you learn each screen and try to find all of the collectibles, but on a replay, once you already know what to do, I felt myself breezing through each level, in a way that was quite fun! The level design feels really strong on a second playthrough, and I could see people enjoying the speedrun of this game. So my final thoughts on the game are, while the controls are a bit stiff, and some screens can be quite frustrating, the overall love that went into the level designs, characters, and story really shine through, and I enjoyed my time playing through it. I feel like the dev did somewhat hint at making more games in the endings, and I'll definitely be keeping my eyes open to play those!

30

Игрок 2730Рекомендует5 ч в игре

Absolute masterpiece! Graphics, Gameplay, Ost, Story, 10/10 Just wish I could listen to the ost on Youtube or something.

31

Игрок 9931Рекомендует6 ч в игре

Short and sweet, a great experience overall. Platforming was a bit weird at first but one quickly gets used to the controls. While some platforming sections can get frustrating (specially given how unforgiving some parts get to be), the characters and story kept me going, specially the comedy the game handles. Overall, a fun experience. ------------ Pi-Pi-Pizza! ------------

80

Игрок 0180Рекомендует3 ч в игре

Really solid platforming experience with an unexpectedly deep story. Gets pretty challenging near the end but never in an unfair way. Plenty of collectibles to find and nice open-ended levels to explore.

93

Игрок 6593Рекомендует7 ч в игре

It's a really cute and fun game! It's got a lot of nice details and good art, also pretty short and easy to get all the achievements for (and an INSANE install size of like 50MB which is really cool). Overall, I'd say I enjoyed the majority of my playtime although there were a bunch of pretty frustrating sections, be it platforming challenges or bosses lmao For example, I got frustrated during the ending X boss battle with Tin, whose movements felt clunky, and it felt unfair to die if you touch her during the cooldown phase, or if you strike her very close to the wall, which makes it tougher to avoid her as she dashes right afterwards, just inches in front of you. I also beat the battle by standing around in specific spots and letting all the projectiles hit the floor in front of me, which I don't think was the intended way for me to do it lmao. I ended up figuring out that I could beat all three sections just by standing there, which made the normal bullets hit the ground in front me, the vertical projectiles not registering any damage upon touching me and also by rendering the flames that came out of the floor when you walk useless since I didn't walk at all. It's small design decisions here and there that made it a bit frustrating at times. I didn't like that several platforming challenges were a good amount of screens with no possibility to have a checkpoint somewhere, especially when they were under time pressure, so you had no time to figure out how to beat each new screen, which resulted in a lot of repetitions that felt more grating than exciting. Also, I felt that ending Y had a bit of an issue with its pacing, as you had to traverse through floors of PizzaDawg's headquarters, not knowing how many it'd be beforehand. That said, that's not really an issue, I just found myself feeling like this before I beat it. The movement felt good to control, save for a few minor gripes with the speed you gain after bashing a wall, which made me fall into bottomless gaps a bunch of times because I went too forward in really tight spaces. However, unlike other reviews, I don't mind that there's a limit with the dash, having to charge it again after three uses and generally I think there were more cool level mechanics and challenges that were designed with this limitation in mind than I'd expect. The art was very cool, the story was a lot of fun to follow, even though there are some conveniences and disappointing conclusions (for example, the bad ending felt like it was lackluster) and I'd say the characters are pretty cool. I'm not really a gamer and I don't play games frequently, but I'd checked the demo out on Newgrounds and found it very cool (it might say I was gifted the game, but that's only because I was away from home and asked a friend to gift it to me in the meantime lmao. It was my decision to get the game). I also don't really leave reviews on games, but this is a small one so I felt compelled to, especially since it's apparent this game was made with a LOT of love and IS a lot of fun. I'll absolutely check out anything new the developer makes in the future! PS: It'd be cool if the OST was available somewhere to stream!

66

Игрок 9666Рекомендует4 ч в игре

вполне себе бодренькая игра на 1 вечерок, управление топорное, я игру покупал чисто из за платформинга, но по итогу был приятно удивлен сюжету, в пользу которого и оставляю положительный отзыв, пройти игру на сто процентов это вопрос лишь двух моментов в самом конце игры, в остальном нужно уметь тыкаться в стены, 8 империум x из 10

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