This is exactly the sort of stretchy zany art style I'd expect from 3D Pizza Tower, and it actually looks like something I'd play in the 2000's. Like something I'd download from Nickelodeon.
I really think instead of the plain walls you should add set-pieces like desks, cabinets, shelves, potted plants, NPCs lounging, paintings etc. That way the game will look more polished. Also it would be really cool if you used a 2D peppino model instead of a 3D one. Kind of like how doom sprites look.
Pretty good, but I really think you should put more thought into the camera - A lot of the time it feels like a new player wouldn't have all the visual information necessary to find out where they're meant to go.
I think if you could manage to make a drift of some kind it would really help with directionality - turning in 3D, making some transitions flow nicely, make turning around feel more organic, etc.
god dang. nvm the level design and animations for now which can be refined later on, but a FIRST PERSON view of Peppino? im sold. the tv screen is almost resembling those gopro face cams though the expressions are now consistent to the main model instead of a separate face like the base game. im not sure how will the 'drift' mechanic will work in a full fledged 3d world and not just a 3d linear platformer level (depends) - either a stop-aim-go or straight up a car-like drift which happens if u turn too fast; or the same ol' full reverse like in the original. as for the camera work, for a meth fueled goofy ahh game the FOV might need some widening like in ultrakill, and if you feel inclined, an immersive camera which instead of following along peppino's direction, it is consistent with his own eyes so if he rolls, the camera rolls; similar to mirror's edge. one at a time before u reach its potential man, keep it up!