Play PizzaHero
PizzaHero: Sea of Garbage's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Adherence to the Theme | #328 | 4.286 | 4.286 |
Overall | #498 | 3.810 | 3.810 |
Design | #559 | 3.571 | 3.571 |
Originality | #835 | 3.571 | 3.571 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Would be a fun mobile game! The green explosion is so juicy, reminds me of alien hominid.
Such a fun game! Really creative idea!
I agree that this would be so great to play on a phone as well!
Ok, I wanted to have some short lived fun for a quick pause... 30 min later I have the tactics I need for professional play, am signing my eSports contract and still don't get beyond some 1k points. Also I am feeling kinda guilty writing this while eating pizza, this dude is really cute, but still not sure what he is trying to accomplish.
Nice! I die every time it feels like the song is about to get good. Might just be my lack of skill but would like to feel a bit more in control of the jump. Also there seems to be bounce-able platforms higher up but I can't seem to pinpoint what the object is. Are they random? Or is there some kind of double jump? And congrats on your first game!
Even though I made the game, I also never come far enough to hear the song fully kicking in. I thought that other web based platformer (like robot unicorn attack) are also fairly difficult for new players, so I didn't want to make it to easy. But maybe some kind of adaptive difficulty curve would be good.
All objects have the same behavior, only the size in colliders is different. During playtesting I already noticed, that sometimes the player gets two jumps instead of one. Im not sure why this happens, maybe there are some invisible collisions happening, that give the player their jump back.
I note the feedback from you and the other commenter about wanting more jump control. Currently the jump range in x and y direction scales linear with the charge time. Their is an minimal and maximal jump lenght. Since the game started out as a runner theres also an invisible wall at abut 2/3 of the screen width. If the player passes this boundry the next jump will only move the player upwards and not forwards. Maybe thats whats causing the lack of control feeling.
Thanks for trying out my game!
This is a nice idea but it feels like there's not much player interaction. My jump direction is based on when the pizza boy lands and I am unsure how the charge interacts with the jump's power so how well I do feels random.
Very cool game it could be fun mobile game for sure, wish there were points even if it just time counter or jump counter, had fun playing it
I can see this being quite a fun mobile game, a nice little time-killer. I would suggest adding some kind of indicator for the charge of the jump and maybe a running total for the score, but besides that, I really like it!
Thank you for your feedback!
Its so cool to see people play my game. Im already thinking about a clever way to implement a charge indicator. Im not sure if a simple bar in the ui would distract to much from the gameplay. Maybe I should add an increasing amount of particle effects to the character to make the charge meter more cohessive to the character.
I loved the cute little pizza guy, however inially i didnt realise that the ground beneath the garbage was the acid. (i originally thought it was the green coke bottles because of the green colour choice)
Still a fun little game though after i understood more clearly :)
Thanks for letting me know about it, I should probably add some additional effects to the acid, to make it seem more dangerous.