
World's Fastest Pizza
A top-down delivery sprint that weaponises Australian absurdity and a koala assistant against your ten-second attention span. Cheap, chaotic, and honest about exactly what it is.
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About World's Fastest Pizza
I normally spend my evenings stress-testing tech trees and patching together late-game economic engines, so picking up a top-down arcade roguelite about pizza delivery in suburban Australia felt like taking a very different bus. World's Fastest Pizza is built around one tight loop: grab a pizza, jump in the van, reach the customer, and complete the delivery before a ten-second timer expires. Each run layers a superpower purchase on top of that loop, and the power roster is genuinely strange - a personal assistant koala, a time machine, bullet time, a cloned flash mob, bovine growth hormones. The pixel-art environments are destructible, and there is reportedly a soundtrack that more than a few players flagged as a highlight in community feedback. The roguelite label fits, but loosely. Runs are short and momentum is built through a currency system that lets you spend earnings at a superpower kiosk between deliveries. The critical qualifier here is that the power pool is shallow enough that an experienced player converges on the same three or four strongest options every run, leaving a chunk of the roster decorative. Boss fights exist and arrive at regular intervals, but they are mechanically identical to each other, and collision with the boss is an instant kill, which turns what should be a tension spike into a frustration tax. Getting snagged on environmental geometry - a bush, a fence post - mid-delivery is a recurring problem that the game's speed makes disproportionately punishing. Who is this actually for? Fans of Hotline Miami's top-down pace and the Binding of Isaac's run-and-upgrade loop will recognise the DNA immediately, though this is a much lighter, shorter, and rougher product than either. The Australian cultural humour - deliberately crass, loaded with local slang and very specific Fremantle references - will land harder for some players than others. One published review described the tone as balanced between black comedy and absurdism, which is accurate. The comedy delivery is built into the level design and enemy types rather than bolted on as story text, which is the correct way to do it. From a depth-of-systems perspective, this is not where you bring a spreadsheet. The decision-making is real but thin: which power do I afford this run, do I rush the delivery or play safe around the hostile NPCs. That is the complete menu. There is no build variety to speak of beyond power selection, no meta-progression between sessions, and no mod ecosystem. The Steam review pool is small but sits at 92 percent positive, which for a sub-three-dollar solo-developer release is a reasonable signal rather than a ringing endorsement. After roughly an hour of play you will have seen every enemy type, environment variant, and power on offer. The game does not pretend otherwise, and that honesty is one of its more likeable qualities. If you need 200 hours of content with interlocking systems, move along. If you want something odd, fast, and cheap enough that wasting an afternoon on it carries no real regret, the ask is minimal and the chaos is genuine. Diego, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows XP, Vista, 7 or 8
- Memory
- 1 GB RAM
- Storage
- 350 MB available space
- Graphics
- 256MB Graphics Memory
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Game Info
- Developer
- Oscar Brittain
- Publisher
- Oscar Brittain
- Release Date
- Mar 15, 2016
