
Take control of PizzaBoy as he delivers pizza to monsters in this precision platformer. Use all of PizzaBoy's smooth and snappy moves to navigate through dangerous levels or break away from the path to discover who PizzaBoy really is...
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About
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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Reviews
Themes across 56 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I will GLADLY change this review to a Positive if the developer ends up adding a Music Volume slider. The game has a lot of charm and controls are (mostly) snappy, and despite some minor gripes I have about the gameplay mechanics and absurdly-disjointed plot elements, it's not enough to fully detract from the overall experience (it WILL result in some hair-pulling moments of frustration though). That said... although I can tell the in-game music was made with love, some of it is truly unbearable to listen to and there is absolutely no way to mute it, save muting your entire PC. Some of these songs are just flat-out not enjoyable to hear playing on repeat constantly throughout a level; and since the songs themselves are relatively short, you'll hear them looping over and over. If I have to hear about this guys ONE DESIIIRE to set this place ON FIIIIIRE one more time, I'm going to start bleeding from my eyes. For the record, the opening theme song is : "PI-PI-PIIIIZZAAA. PI-PI-PI- PI-PI-PI- PI-PI-PI- PI-PI-PIZZAAAAA" and every time you obtain a cursed pizza slice, you'll be warmly greeted by a snippet of the "PI-PI-PIIIIZZAAAAA" song again. A few stages had chill, easy-listening background music that was comfortable to play alongside, but sometimes you'll hear a song and just KNOW that it's going to become annoying very fast.
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Hours played at review time, across 56 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Banger. Played the demo at a convention and knew it was an insta cop
Overall I like more than I dislike, but I have some personal design gripes and also ran into a pretty bad bug. Praise: The overall flow and gameplay loop is fun and satisfying to do well. It's not complicated and I like that about it. There's an exploration element but no pixel hunting you get in a lot of metroidvanias, if you pay attention you'll find everything. The art is cute and charming, there's clearly a lot of love and soul put behind it which I love. Complaints: I understand why the recharge element is there but vast majority of the time it feels more like it breaks the flow rather than adding an interesting element of strategy. You mostly just tap down whenever you land on the ground which could just be automatic, there's a small handful of times where you have to find a good space to recharge safely, but it'd pretty rare, mostly just for bosses from what I've experienced. Pitfalls causing instant death in my opinion is bad balancing. You can take 7 hits when you're in a room full of enemies and spikes, but one bad move with a pit and you're back to the checkpoint. The checkpoint/save system is what I have the most gripes with. I don't know how C3 handles save data but loading your last save when dying and completely rolling back all progress (collectables and cutscenes and everything) is so unnecessary. I'd be a little more forgiving of this if it actually saved your progress (like you could close the game out and load from the checkpoint) but the levels have to be completed all in one play session. This also lead to me completely losing all of my progress on the final chapter because the game froze after the death screen (just stayed stuck on a black screen). Overall I do really like this game and I'm being this critical because these small issues kept me from loving it.
[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 [Undertale]. 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.
I have never been massive into metrovania style platformers ... and this game was such a lovely way to enter it. The pace of the gameplay, the world brimming with tiny details. Pizzaboy is fanstastic. The amount of passion that must of gone into this is incredible. Exploring the levels is a treat itself, with the secrets hiding in such ingenius and clever ways. Please treat yourself to a copy of this game. You wont regret it. 5/5
I've only played through the first two of the five(?) missions so far but this game is really fun. It seems like it may be a little short, but for the price I can't complain too much. Honestly my only complaint could just come down to a skill issue, but playing on a controller it's way to easy to accidentally trigger the dash recharge and send myself slamming into a pit. Personally I'd like if I could rebind that to a different button like a trigger, but I can also understand if its simply part of the design
Bravo to the developers for putting hitlers brain into the game and using it for the clown boss
[h1] 8/10 [/h1] A nice experience with some tight platforming and a lot of collectibles Collectibles my beloved, my beloved, my beloved Pretty easy if you're familiar with platformers, but still provides a satisfying challenge for an afternoon The circus was my favorite
the movement in this game is super fun when u get used to it!! u can traverse quickly 😁 i very much enjoy the games mechanic in which you must shoot down to recharge your boosts, it adds a good bit more to the movement, and something to keep track of would recommend 😊
Hey.. it’s time you deliver some pizza..boy… say that again.. (demo was peak so I know the rest will be)
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Players by region
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