A downloadable game

  1. GAME PLAY In this build, gameplay is very similar to the final game, although with many differences. The differences themselves are minor and small, but all together it makes the game feel slightly clunky and slower compared to the final version. A noticeable visual difference is when preforming any attack moves, the player will have a blue trail behind them. When the player is hurt by an enemy, invincibility frames do not last as long as they do in final. Despite ranks in the HUD being replaced with an eggplant, levels that have previously appeared in the previous build retain settings for ranks. Ones that do not instead reference the last played level's. However, if the player has not entered any level with a set of ranks, the rank will instead be set to S by default.                                                                            

2.Levels Most levels are functionally similar to release. Some have differences visually, such as different tiles being used in rooms. Some secret rooms are completely different in layout compared to the final version, though often share a similar idea in concept. All levels but WAR have three secrets and that penut thing idfk                                                                                                                                                                                           

Entrance (John Gutter)

All rooms are near identical to the final game, outside of minor tile changes. The first few rooms have a foreground that parallax scrolls incorrectly, moving as if they were in the background. 

Medieval (Pizzascape)

All rooms are near identical to the final game. The only difference is the route to leave the room once grabbing a key, requiring the player to backtrack though the book section in order to leave.

The music, Hot Spaghetti, only plays in the first two rooms in this build. Spaghetti, an unused variant, plays instead once the player enters the door in the second room. It continues to play until Cold Spaghetti plays as it does in final.

All collectables and the Pizza Portal are located as they are in the final game. The S-rank cap is set to 10,300 Pizza Points.

Secrets

All Secret Eyes are located in their final position, and all secret rooms are identical to the release version. The Stupid Rat blocking the first secret room is moved a tile to the left, however. Exiting the first secret puts the player in a sliding state in the Knight transformation, whereas in release, the player regains full control in the transformation.

Ruin (Ancient Cheese)

The foreground in the first room parallax scrolls incorrectly, moving as if it is in the background. Otherwise, all rooms are near identical and all collectables are located as they are in release.

The music for the second half of the level is Theatrical Mischief instead of Put On A Show!!

All collectables and the Pizza Portal are located in their final position. The S-rank cap is set to 11,200 Pizza Points.

Secrets 

Only secret room 2 is different from release. The layout is mostly the same, however it requires the player to throw and catch the bomb twice before throwing it at a Stupid Rat.

Dungeon (Bloodsauce Dungeon)

All rooms are near identical to the final game. However, when the tileset changes from a dark red to a blue color, Meatophobia plays in this build. This is changed to keep the main song, Dungeon Freakshow, instead.

All collectables and the Pizza Portal are located in their final position. The S-rank cap is set to 10,300 Pizza Points.

Minor Differences

  • Many music tracks use an older version in this build.
  • The score display during gameplay changes the colors of the numbers, however on the pause screen, they are not modified in color at all.
  • No level has special backgrounds for the escape sequence.
  • To fit with the name of the build, all  the treasures







are eggplants.
  • Ranks have not been correctly set for levels yet. As such, when completing a level, Peppino instead presents an eggplant with the caption "RANKS YET TO BE SET!"
  • Toppins are freed from pizza boxes.
  • The Toppins and Gerome partially have gravity. When the player stands still, if the Toppin or Gerome are not on solid ground, they will fall. Upon moving again, they will snap back in line behind the player.
  • Losing a Combo will also make the player lose the ability to Super Taunt.
  • Pizza Cutters in some instances are somewhat obscured behind floor tiles.
  • The Anti-gravitational Olive makes the player rise much faster.
  • When the player is able to switch between playing as Peppino or Gustavo, a sign immediately spawns to return to the previously played character. In the final game, this does not happen.
  • Screen transitions for the Taxi and switching between Peppino or Gustavo are missing.
  • The static for the "Technical Difficulty" screen and the static for the TV Hud are less stylized and are visually closer to real static.
  • Electric Potatoes have a placeholder graphic in this build.
  • Ranch Shooters appear in both Saloon and Fun Farm.
  • Aiming with Greaseball lacks an indicator.
    • The player must hold  after pressing  until Greaseball is hit in order to aim upward.
  • Golf Demons and Burger Golfers do not have a stunned animation, and use their defeat sprite instead.
  • Ninja Slices do not have a scared animation implemented yet, instead using their stun animation.
  • Weenies use their old stunned animation as their stunned and scared animation.
  • Toppin Monsters does not contribute to combo.
  • Upon being grabbed by a Grabbie Hand while in Mach 3, Peppino will not retain his Mach 3 animation.
  • Exiting the third Secret Eye in Industrial does not keep the player with the Boxxed transformation.
  • Peppino does not have a unique idle animation for Freezer yet.
  • While wearing a Jetpack, the player can press  and shoot in a straight line. This does not de-equip the player with the Jetpack.
  • The player must hold  in order to bounce off of enemies while wearing a Jetpack.

Bugs

  • Pausing on the level select screen and selecting Exit Level will bring the player to the Eggplant Build notice screen. Coincidentally, selecting Exit Level while on this screen also takes the player to the level select screen.
  • The player cannot collect the 
by long jumping into it. They must touch the ground to properly collect it. 
  • In Wasteyard, the player can get softlocked in the room with the third Mushroom Ghost by becoming a Ghost and proceeding to the door to the next room. Because the player is transformed, they cannot enter the door, and there are no Priests to revert the player.
  • Upon acquiring the Ghost transformation, Peppino's death sprite does not have the player's palette applied. This makes his hat and shirt appear yellow.
  • In Plage, there is a slightly misplaced collision object near the third Secret Eye against a wall, causing the player to stand on air.
  • Pausing in Street in the room with John and unpausing will cause both Meatophobia and Bite The Crust to play.
  • Because Street only has 2 Secret Eyes implemented, this means it is impossible to access the third secret room. The third room still exists within the game's files.
    • This makes fully completing the build impossible, as the game can mark Street as only having 2 out of 3 secrets.
  • In Sewer, it is possible to enter an Exit Sewer Pipe. However, this only spits the player back out after a brief moment. The player cannot re-enter the pipe afterward.
  • Jumping with the Sticky Cheese transformation temporarily changes the TV Hud's screen to the default sprite that is used when not transformed.
  • Upon hitting the wall and switching transformations from Cheeseball to Sticky Cheese, the player will fall unless they hold the direction against the wall.
  • Cardboard Tank uses Spit Cheese's defeat sprite despite having its own in the files

OK NOW WERE DONE ALSO I COPY THIS FROM THE WIKI SO CREDITS TO THEM AND THERE MIGHT BE ERRORS IN THIS COPY SO UHHH YEAH CREDITS TO EVERYONE I OWN NOTHING.


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PT_Eggplantv15_3.zip.zip 592 MB

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