Pretty decent game that is held up high by its charming graphics, concept and all-around goofiness, but I felt like the actual gameplay was a bit lacking. Don't get me wrong, it definitely delivers a solid first impression with its quirkiness and it continues that with all sorts of fun bits like the multiple endings, so I really do like it for that. But the gameplay, while decently fun for a bit, felt a bit too overly basic and I couldn't help but feel like it was underutilizing all of its potential strengths.
For one, I found it strange that, for a time trial game where it should be all around risk/reward, about going fast enough to get a high score but being careful and skillful enough to not have that same speed send you careening into a wall, there was no room for player expression to achieve that: no turbo, no brake, none of the fancy techniques you'd see from a game like Crazy Taxi which this game rubs shoulders with show up here. All you can do is peddle forward at one speed, making it feel overly bland and boring to play. Once I got an A rank I couldn't see any fun way to try going for a higher score: all I could do was go straight to whatever customers happen to open up.
What I thought was gonna be a fun mechanic was the wagon of pizzas: I thought that maybe I'd need to watch my balance and strategize turns so as not to tip the tower and have pizzas slide off onto the street, or maybe exploit those same physics to hurl pizzas by swinging the wagon like a flail, launching them like frisbees into customers hands or windows. You know, some sort of fun chaos to mimic the chaotic energy of the concept. But the game had none of that: the only thing it had was some sort of vague 'damage' that occurs when you hit something (or don't hit something because its glitchy) which the player has no feedback on to tell how much damage they've taken, how much it's affecting their tips, whether damage is replenished when picking up a new stack or if it only refreshes new pizzas you've added to the pile but not existing ones, and so on. Yes, there was still some strategy to employ in making sure to, when dodging, account for the pizzas trailing behind you, but it just felt lacking and confusing. Perhaps its my fault for holding it up to my own imagination like that.
Also the endings were really hit or miss: the C rank mission was awesome for its fun audio easter egg and such, but doing all the work to get the A rank ending just gets you a basic quip and jpeg, same as most of the other endings, so what's the point? I shoulda just stuck with C, haha!
Obviously I can still respect and appreciate the game as a charming fun little romp that is impressive for a jam game, but what I can say: when you've wowed me as much as you guys have over and over in the past, my expectations raise higher and higher!