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Reviews for "Pizza Kidd - KICKSTARTER LIVE! 🍕🔥"

very fun my dude

PizzaKiddo responds:

Thank you for checking it out!! We hope you enjoy the upcoming updates as well ✌️

Hey, nice to see this pop up again! I'm a big fan of beat-em-ups and I'm glad to see this chugging along and with a lot improved from the previous version! In particular, the visuals are stylish, hitting enemies feels nice and chunky thanks to the sound effects and hitstop, there's a decently strategic moveset you can use to crowd-control or style on enemies with juggles, throws, parries and so on!

That being said, as a fan of a beat-em-ups, I can be tough to please, and there are still a lot of rough aspects to this game that got in the way of my enjoyment. Here's some feedback in regards to that:

*Controls felt really unresponsive and finicky at times. I'd dash when I was just trying to walk because the double-tap buffer is too generous, I'd grab someone when I didn't mean to or not grab someone when I felt I should've been able to, parries would come out when I didn't time it properly at all, my character would take forever transitioning between a grab-kick and a throw, and other oddities.

*While it's fun to punch the standard enemies and the bosses, I really hated the other enemies like the bats, slime, and mini-bots. You can't hit the bats without being hit back, and the slime and mini-bots explode on-hit or on-death. Why do they exist? They just seem built to annoy and I would prefer them removed from the game altogether.

*Enemy AI could be really glitched and act weird, getting stuck in the air or getting a punch off despite being interrupted and so on. In particular, the boss would be doing his spinning psycho crushed and suddenly freeze in one place but keep spinning, becoming almost untouchable until he eventually resets himself.

*Game didn't play the music properly when I first tried the level, only playing it on a retry?

*The controls menu text is impossible to read if you use a controller because the text starts overlapping: consider using symbols/images for the buttons instead of full words to help with spacing.

*There are some minor graphical issues like the enemy shadows floating in midair that doesn't make sense based on what the background looks like.

*I couldn't figure out some of the moves. For example, if you're holding block and then press a direction, I thought you would evade, but that requires pressing the jump button as well which seems needlessly complicated. Instead, if you do those buttons, you sometimes shift your stance or do a mini-dash or something: dunno what's going on there, some sorta parry dash or something?

I hope you keep on chugging along with this! It may be kinda unpolished and janky, but it's certainly got potential and I'm always down for a new beat-em-up!

PizzaKiddo responds:

Hey… Thanks again for jumping back in and giving us such thorough feedback—it really means a lot! We’re stoked to hear that you were at least digging the visuals, the impact sfx, and the expanded moveset. That chunky, strategic combat vibe is exactly what we’re going for, so it’s awesome to hear it’s resonating a bit!

We hear you loud and clear on the areas that need improvement. The controls will receive further polish—we’ll be tweaking things like the dash sensitivity, grab mechanics, and parry timing to make everything feel smoother. As for the bats, slimes, and mini-bots, we’ll revisit those to make sure they feel challenging in a fun way rather than just frustrating.

The AI glitches, music issues, and overlapping text (UI/UX) are definitely on our radar, and we’re working on revisions for those too. And your point about some moves being tricky to figure out is fair—we’ll look at simplifying with single button input assignments (rebinds and customization) and adding better explanations to make everything more intuitive.

One thing we’re curious about—what kind of setup were you playing on? We’ve seen some controller input lag or browser issues depending on the system, which might explain some of the unresponsiveness you noticed. Not sure… If you’re up for it, we’d love for you to try the Steam version at some point to see if the controller experience feels better for you.

Again, your feedback is appreciated… seriously. Thanks for sticking with us through the rougher edges—it’s players like you who help us to make the game the best it can be. If you ever want to jump back into a future build, we’d love to hear your thoughts!

—
PK Team 👊🍕

it's a lovely game, it just is constantly crashing when I get to the second boss and I do not know why, at first I thought it was just me but it is happening every time I go to fight him.

PizzaKiddo responds:

So sorry to hear - can you DM us notes on the system you are playing game on / OS / and when it crashes? Is it after Scrabb or before in lower subway zone?


Thanks so much for your help and support!

I have been on a MAME binge lately so with that in mind, here's the bad; the enemies are a little damage spongey, MC needs a "get off me move" for when the fire attack is on a cooldown, running and using the heavy punch does nothing... at least let it do the same as the light punch.

This might just be me, but I would prefer 'h' or 'up/w' to jump instead of space and the default of 'CRT filter on' isn't great. It also didn't work in Chrome, but Edge ran it without problems.

Apart from that it's fine, it looks fine, plays fine. Something extra to spice up the gameplay might not be the worst idea, but it's ... fine.

PizzaKiddo responds:

Hey thanks so much for playing! We apologize for the lack of BGM on levels and any further issues at this time. FMOD was giving us issues with WebGL... we tried to note such issues in the description. We really appreciate your feedback! Although you didn't enjoy the game based on the low rating received, we hope you check out the full release in 2025. Also, we updated the dash + HP. Happy Holidays!