I'll get straight to the point and say that Pizza Tower fucks and is one of my favorite games of all time. It is an exhilarating and extremely rewarding experience chasing the P rank on every level. A P rank is awarded for clearing a level near flawlessly, with a combo active the entire level, and getting them is, without a doubt, the best part of the game. Levels are laid out such that you can gracefully, and extremely efficiently, flow through them as you grab each collectibles while continually refreshing your combo meter. This makes the moment to moment gameplay extremely rewarding in itself, once you understand Peppino's moveset and are able to soar through the obstacles laid out by the level at mach-speed! Racking up your combo while pulling off efficient movement tricks makes me feel cool as hell and is what drove me to devour this game.

The level design is far from the only thing that Pizza Tower knocks out of the park; the music, visuals, and aforementioned controls were all clearly given a lot of time to cook, giving the game an extremely unique identity and cumulating in the game's extremely sicknasty style. The hyper stylized MSPaint aesthetic was very offputting to me at first, but the brazen individuality of it quickly grew on me, and the game often takes advantage of it with surprisingly charming artwork that evokes the emotion of high quality MSPaint shitposts (such as the Baja Blast heist to name an example), which I am a major fan of. The music is just as strange as the visuals, with an extremely unique sound and random samples thrown in every so often. Despite that, I think that the music is still generally appealing in a way that non-terminally online people would be able to appreciate (although I am often told I have a terrible taste in music so I may be way off on this).

And finally, to get to Peppino's moveset, once you get a grasp on it, it's amazing. His run speed quickly builds to extreme heights, making long stretches of perfect play super rewarding as you reach record speeds. Fortunately, the camera is way zoomed out the whole game, so there is no issue with not being able to see things that are ahead of you that other speedy platformers like Sonic have. His wall climb also maintains his running speed, allowing you to continue building it up through large sections of each level. Turning around also conserves some of your speed, but it unfortunately has a pretty low cap on how much speed you can retain from it, which I would have liked to see increased or removed all together. The upward dash also stalls for no reason when you do a horizontal dash out of it, which is unsatisfying to lose seconds to. Peppino also has some secret tech that is never explained to the player which I am pretty baffled by. You can build instant speed from 0 with a crouch dash, cancel a dash by dashing in the opposite direction, and ground pound out of a dive by pressing down + jump midair. These moves are really useful, especially the ground pound, and I think I would have enjoyed the game less if I hadn't been informed of their existence by a friend. The second playable character, The Noise, also has some pretty great controls. He is more similar to Peppino than not, but his minor changes end up making him feel very different. Although, there are times where levels were clearly not designed with the abilities of The Noise in mind, making for strangely difficult obstacles and less satisfying sequences. Despite the minor imperfections, Pizza Tower's controls are a huge enabler for the frantic gameplay and rewarding level design that I love so much about it.

I do think that PT has a couple of major flaws that make it hard to get into. First, the best part of the game (getting P ranks) is not at all obvious to the player. Beyond existing and adding to the save files % score on the file select, there is no extrinsic incentive for players to try and get P ranks. In my initial playthrough, I didn't worry about getting S or P ranks at all and ended up being pretty underwhelmed by the game after I had beaten all the levels. Only after deciding to go back and try getting a few P ranks did I realize that that is the main appeal of the gameplay. I think this issue is exacerbated by my second major complaint, being the hidden collectibles. Every level has 9 major collectibles, multiple of which are hidden, often in hard to find places, especially if you are going fast (which is the best part of the game). This leaves the player in a really awkward spot, having to choose between taking their time to explore the level looking for secrets, and going fast to maintain their combo exercise mastery of the game's controls. This conflict is even more apparent when the secrets are hidden in parts of the level that are only accessible during the timed escape sequence at the end of each level. After I decided to get all the P ranks in this game, I just looked up a guide of all the collectible locations and had a much better time with the game after that, which I think speaks volumes as to how the secrets interfere with the game's biggest strength.

Pizza Tower makes me feel cool as fuck when I am showcasing my understanding of the game's controls and mechanics by earning P ranks. It is unforgettable, with its extremely unique music and art, not to mention the final boss, which is one of the most hype levels in any video game I've ever played. It occasionally gets in its own way by slowing the player down, and getting P ranks does admittedly ask for a lot of effort from the player, since they will have to play through the level at least one time before even attempting P rank just to get familiar with the route they'll have to take. These are relatively easy flaws to ignore though, and everything else is so well done that Pizza Tower has earned its place as one of my favorite games of all time!

Reviewed on Mar 22, 2024


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