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My Take on Pizzahog - it's Great! a interesting mechanic and consistent tone

Good Atmoshpere - everythign fits together to create a fun tone, i especially like the cozy cheerful homes in hell.
I love the take on "Only one Projectile", making trick shots is satisfying

Advice and my Experience

for the first button in the game, because it was placed some distance away from the door, it  was not immediately obvious that it would stay pressed, I assumed it would unpress  and died for it, you might consider just putting the button closer to the door.

I exited and changed the controls so that W was jump after reaching the first checkpoint,  things happen so fast in the game that the extra effort needed to press space instead of W to jump was detrimental to me, i personally had an easier time after i did this.

I ended up throwing the box at the green guy to discover the entrance the hidden room 1, not a criticism, just a note

that is awesome that the box comes back a little when you are close to it, really helps lower that difficulty curve without the player even noticing the help, i didn't see it until I was near the boss.

I beat it! missed 6 coins somehow. found 2 secret rooms. I presume the :( means you aren't mad, just disappointed

If I were making this, I would focus on interesting level design that involves trick shots more than swarms of enemies, and spikes. If you do want more enemies, then try slowing the game down, a little, it will make the combination of one hit KO, spikes everywhere, and enemies to avoid easier to manage in the beginning.

Bugs
there is a pixel wide gap you can see through at the bottom of the panels that cover the hidden entrances and exits
i managed to get stuck in a wall, could be a fluke, could not repeat it
sometimes when i fall on spikes, two sets of NOOOOO! will appear (indicating that my pizza is screaming i guess? ;) )
it's possible to leave the fire hazard at the last possible moment, your pizzas will catch on fire but the game will keep going without resetting
you can get two failure sounds if you die and then your pizzas or vice versa.

The list of controls when configuring the game contains duplicate entries for certain commands, not sure why.

I could not figure out how to get a controller working right, I couldn't seem to map anything but the mouse to aiming, and i couldn't trigger the fire action with the controller either.

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First of all, thanks a lot for playing it, really! It seriously needs more stuff and polish, but the basics are there.

-for the first button in the game, because it was placed some distance away from the door, it  was not immediately obvious that it would stay pressed, I assumed it would unpress  and died for it, you might consider just putting the button closer to the door.

You know, that is actually a really really good idea. The player throws the box, the box hits the button, the door opens, the box just rolls away  through the open door and the player realizes the buttons are only pressed once. It's good!

-I exited and changed the controls so that W ...

That's good! Personally i have a better time using AD and spacebar, which really shows in both games different designs, hahahah. Might need to add a menu to change stuffs easily when it's done, or at least keyboard presets.

-I beat it! missed 6 coins somehow. found 2 secret rooms. I presume the :( means you aren't mad, just disappointed

i'm happy people play it to be honest, hahaha. That one secret is quite a nasty one, i'd probably make it a little bit more easily found. Just a tiny bit, so it still feels secret.

-If I were making this, I would focus on interesting level design that involves trick shots more than swarms of enemies, and spikes. If you do want more enemies, then try slowing the game down, a little, it will make the combination of one hit KO, spikes everywhere, and enemies to avoid easier to manage in the beginning.

That's a good idea, People really didn't like the enemies, and myself i got to say they slow you down way too much, specially with double speed. They are better when they are kind of a puzzle, like the ones where if you bounce them wrongly they end up in spikes.

BUGS

i really really need to fix all of this before even continue making the level.

-there is a pixel wide gap you can see through at the bottom of the panels that cover the hidden entrances and exits

Luckily that is a really really easy fix, i actually knew about it but ran out of time and just made the build, dang

-i managed to get stuck in a wall, could be a fluke, could not repeat it
It happens, Unity sheananigans. Problems in the way the game generates the colliders. It's weird, as it does not let me fix it manually: the character bugs out with the new colliders and doesn't give back your jumps.

-sometimes when i fall on spikes, two sets of NOOOOO! will appear (indicating that my pizza is screaming i guess? ;) )

-you can get two failure sounds if you die and then your pizzas or vice versa.

its  a l i v e. Ok, actually that's because of my spaghetti coding when making the instances of the box and the character. I will probably overhaul the whole death system, or at least put a lot of tape on it, i really need to. It's easily replicable if you die  from the spikes on the last vertical moving platform. The body is still there, invisible, yelling, while the decoration body that falls down also appears.

-it's possible to leave the fire hazard at the last possible moment, your pizzas will catch on fire but the game will keep going without resetting

oh that's bad, i absolutely thought i had fixed that. Noted.

-The list of controls when configuring the game contains duplicate entries for certain commands, not sure why.

I haven't touched that one at all, though i think i tried to do a two player version  very early in development. To explain, this was a work for class that i intent to continue, at least just a bit, and then release for free. So it mutated a lot from the very beggining. I really need to clean up all those things. I don't even think that starting unity box will be there at the end, though we'll see!

-I could not figure out how to get a controller working right, I couldn't seem to map anything but the mouse to aiming, and i couldn't trigger the fire action with the controller either.

I don't have a controller, so i can't really try it, though it must be simply because it's hardcoded to those. It does not even check for a "Fire" action, it just checks for the mouse button outright. I hadn't thought of playing it with a controller! I need to get on that. I wish it was as easy as in Gamemaker, because in unity stuff like that is kinda weird, at least coming from GM.


Thanks a lot for playing!!! I'll probably won't work on it for a while (i somehow landed a first job as a pixel artist and though it's kinda awesome, it eats up my time like no other) but i have a file with stuff i need to work on for it. This is all going there! Thanks again, man!!


Also, just for my own ego: it was actually way harder, with more spikes and missing the last checkpoint, and with the boss having more life and stuff. But juuust in case (class project, after all) decided it was better to smooth all of those things over, hahahaha  >:)

Your welcome!

If i had spent money on the game, i'm sure I would have gone back and scoured the level for the last secret. Probably not to much to worry about there.

With the controls I could get working on the controller, the game actually felt very nice to play, the movement wasn't to fast when it was a controller setup, probably because it takes less thought to use it, I'd be very interested in seeing what full controls feel like.

Congrats on the Job!