Pizza Gal by No Grapes Games




How to play: Guide the Pizza gal to make her deliveries! The longer the drive, the readier she will be to deal with customers. But if she retraces her route, the boss may get suspicious! See if you can successfully complete all the deliveries, while maximizing your calmness for the best score!
Controls: Arrow Keys / WSAD control the Pizza Gal
No Grapes Games is:
Nathan Caldwell: Programming
Ben Johnson: Programming
Justin Raimey @stalemeat: Art
Andrew Caldwell: Story/SFX
Ratings
| Overall | 197th | 3.944⭐ | 47🧑⚖️ |
| Fun | 394th | 3.656⭐ | 47🧑⚖️ |
| Innovation | 193th | 3.818⭐ | 46🧑⚖️ |
| Theme | 475th | 3.841⭐ | 46🧑⚖️ |
| Graphics | 181th | 4.311⭐ | 47🧑⚖️ |
| Audio | 308th | 3.733⭐ | 47🧑⚖️ |
| Humor | 177th | 3.909⭐ | 46🧑⚖️ |
| Mood | 371th | 3.791⭐ | 45🧑⚖️ |
| Given | 33🗳️ | 68🗨️ |
I didn't notice that 15 minutes had passed, amazing!
Had a lot of fun with it - thank you!

This is easily my favorite concept I've seen this jam. There is an unbelievable amount of innovation here:
- An "unoptimal" routing game where you maximize roads and time rather than taking the shortest path to victory
- Randomized cities(!) I can't believe you had the time to implement one that created such clean looking cities. Any insight on the algorithms you used? I'd love to try something like this for city generation some day.
- A great story and character personality that ties into the gameplay perfectly
Back in the day I would just work in fast food kitchens rather than the cashier so I wouldn't have to deal with anyone. The character was too easy to relate to...
I maxed out my score on the first 3 stages but then got lazy later on. I'm glad you put a cap on it at 200 so that players didn't *have* to completely paint the town red. But at the same time, this core gameplay of quickly analyzing the longest distance route was so unusual and engaging. Never had to flex those brain cells before.
All the little touches on the MC driving and looking around sold the setting of her driving in total boredom. This game is a gem.
Good job!
Generate minos: Start with a 1x1 mino and randomly "grow" it outwards by adding blocks adjacent to previously added blocks. When added, each block merges to a random eligible adjacent mino and enlarges it. If all neighboring minos are already at max size, the new block doesn't merge and starts a new mino instead. Keep adding blocks until the level's fully filled.
Cleanup most tiny minos: Increase the max mino size. Iterate over tiny minos (<= 2 blocks) and merge them into a random adjacent neighbor mino. ("Most" because a tiny mino isn't merged if every neighbor mino would exceed the new max size if merged.)
Greedy mino coloring: Iterate the minos in random order and color each mino with the first color not taken by adjacent minos that have already been colored. (The "colors" here are abstract color numbers represented by a small integer.)
Trace mino edges: Expand each mino block to 2x2 tiles. Trace mino edges with road tiles. Assign grass / water / building A / building B to interior tiles by taking color % 4. Adjacent minos almost always have different choice of grass / water / building A / building B.
Autotile: Use Godot's autotile feature to automatically figure out which tile art to use. Godot autotile decides when to use the horizontal / vertical / specific intersection art for a road tile, or when to use corners for water / grass tiles.
I like the concept of the game, you can take any route with some limitations. My score was 2165 :D
