In some regards I still prefer the old Combo system. In the final game, getting the highest combo for each level is pretty very easy to solve outside of a few instances like Fun Farm, Don't Make a Sound, and I guess kinda Pizzascare. That said, speaking from experience, the old Combo system can get really tedious when you're aiming for really high scores because of the precision needed and at times really slow paced gameplay. I'm honestly not sure which one I prefer, I feel like the old Combo system has a bigger sense of discovery and puzzle element to it, but that isn't entirely discarded with the new combo system, because the idea is that when you get better at the game and route it, you can collect everything at faster speeds, but this is still an aspect of the old Combo system, too.
Interesting to see that a lot of darlings have been killed during this games development but it still has an immense amount of variety in its full release
I still think the movement and combat was perfected back in the strongcold demo days but if the heat meter makes it into the final game it should be an option for veterans
I'm glad Heat Meter finally gets to see the light of day. It nice to see cut content get restored/reused. Also, I like the noise is reusing some of his old sprites from when he still worked like Peppino.
I think heat meter should definitely be relegated to an optional thing especially because of the extra payout you get for using it, it just kinda lends itself to that
Yeah, I would feel like this is what they should do; make it optional, so that casual players will not need to fret, but hardcore gamers can have that spice.
These are cool, I like the kid’s party level, it sounds pretty cool. I also like that most of the updates have been through patreon and stuff because I kind of want to like, be super surprised when I play.
the heat meter looks really cool, i would love to try that out in the full game, however, i do think it is a bit overwhelming if i wanted to play more casually, i would definitely prefer if this was made into a hard mode exclusive option or not even hard mode only, just able to be toggled on and off, to be fair i havent played this game since the desert playtest so i dont know for myself how it would be like. I have not caught up with this game since April 2020 so apologies for that but im glad you listen to the community for feedback.
oh as for hitstun, im not really sure about that feature, again, i think it should be toggleable, but i dont really dig how it just freezes the frame for a split second especially if there are several enemies, i would think it would be great if it used in the case of parrying/defending though.
Ok, so few things. 1. I think the Heat Meter should be made specifically for some sort of hard mode. I really don't think it's a good idea to force it in with the main gameplay. 2. I really love the concept of having to go back through the level during the countdown to get a collectible. Really well implemented risk or reward system in my opinion. 3. Boss fights don't really seem all that interesting from their current state. Just kinda boring looking to play honestly. But yeah, really excited to see what's coming to this game in the future.
I like to see Cheesy Peppino is back! I just hope all the crazy new mechanics are introduced slowly over the course of the game. Seeing them all at once is always a little brain-melting :v
PIZZA TOWER PLEASE ADD BACK THE HEATMETER PLS EVERYONE WANTS IT BACK :( EVERYONE LIKE THIS COMMENT AND REPLY SO PIZZA TOWER SEES THIS AND SO THEY COULD ADD HEATMETER BACK!
the boss fights we got are nice but they feel alot like your average platformer bosses with no emphasis on attack strenght and specific hit windows with vigilante being the exception
I still find it odd that this build clearly shows that the 'keep combo up' was considered a key idea by this point in development, yet it was seemingly taken out by the April 2021 build, only 4 months after this one. And then it came _back_ in the Sept. 2021 build? Talk about conflicting ideas...
Grind rails? What do you think this is, Sonic? actually, considering that the gameplay revolves around building up speed and dashing through enemies it might as well be
im kind of worried combat will take more of a focus than speed and platforming in future builds not calling everything here instantly bad but i think i need to play a future public demo to form an opinion on it
A bit sad that both Noise levels ended up without him in the final game. I know the reason is the plan to update the game for him to be playable throughout the whole game later, but for now it means that the second most important character has surprisingly little presence in the game.
Heat meter will be obnoxious to deal with. Less skilled players like me will probably end up hurting themselves on purpose in order to keep the game manageable.
Something im confused is the heat meter ui for it is meant to be peppino's thoughts but it still says heat up i suggest you make it so peppino goes grrrr or something like that also bring back the pizza mart to buy bullets or fuel
sorry for the conjencture but heat meter at max level should start frying the level, stuff should peel off the walls and enemies would get incinerated or 'baked'. the level could become simultaneously more dangerous to the player in some way.
I think the correct order of the levels of Word 4 and 5 should be like this: CITY PASSAGE 1. City 2. Sewer 3. Factory 4. Freezer HORROR PASSAGE 1. Mansion 2. Space 3. Kids Party 4. Exit Taken from the wiki page pizzatower.fandom.com/wiki/List_of_levels from a Fanon User. Trust me, Freezer in World 4 is better, and vice versa for Mansion and Space.
Well, i've been following this game since thing of the week 1/2 i like some of changes, but, i still feeling that something's wrong or something's missing... idk
Ayy the heat meter is back, and with pallet swapped enemies too. Id recommend adding the ability to turn off the heat meter but still great to see it back.
Yea, you could have a toggle like Darkest Dungeon did for enemy corpses. It's an interesting risk-reward system, but it'd definitely be good to make that a choice on the player's part to engage with it.
It's honestly super fascinating to see just how much these levels changed with time. City became The Pig City, Factory became Peppibot Factory, Kids Party became Don't Make A Noise... it's also super neat to see just how much the boss fights changed, going from a more "Punch Out" like experience as said by Pizza Tower Guy to something more akin to Wario Land 4, where you need to learn an enemy's gimmick and fight around that, like with the Vigilante giving you a gun or Pepperman's odd attacks.
I feel like maybe things are getting too combo-oriented and the whole "Wario land" aspect is being replaced by Side-scroller beat-em ups. Maybe Boss fights like Wario land Shake it; designed to specifically test the player on skills they would have needed to learn throughout the game, could be applicable for the bosses here.
IF anyone want to play levels in 1.0.311 or 1.0.5952 2:03 player_room kungfu_4 A and pinball_1-9,pinball_11-19 A(the level have similar design and have code of kungfu) 2:22 player_room city_1-6,city 9,11 A(on PTUCe 2/3 level work perfectly. To make all rooms work delete tomatoclownsOLD) 2:33 player_room factory_1 A(all level work) 2:48...There are...Many versions of them in game....To least 3,max 4(player_room mansion_1 A,mansion_3-12 A(one of versions) 3:43 player_room kidsparty_entrance1-4 A,kidsparty_01-46,lastroom(if you delete all tomatomosnterOLD you can even play level like its still in game...If you will somehow will make work obj_monstertrackingrooms)