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No Delivery: Post Development Log (Assets release)

A moment of silence for all the employees lost along the way.

Thanks to everyone for supporting and sharing No Delivery!

Catch the Post Development Log on itchio!


Everything you need to survive the pizzeria is here!
The Employee Survival Guide holds the collected knowledge of past employees and will serve as your guide during your time at the establishment!

Comes as part of your purchase of the No Delivery base game, the Employee Survival Guide is a general, early-game strategy guide for beginners or newcomers to the roguelike genre.

Catch the update here!

Here's a sneak preview:

No Delivery v1.0 COMPLETE Release
No Delivery is COMPLETE and OUT NOW!
You're hired! Ready for the night shift?

Check out the release trailer!

Don't forget to check out the Stezzoni Pizza Webpage!
(Ask your parents' permission before going online)

No Delivery Dev Log #5 – Content Completion

Great news! No Delivery has just passed the content completion milestone!

This includes the implementation of all the features that will be seen in the full game, most of which include content for the story, visual assets, and the battle system. Some of which can be seen in the teaser below.

Full release will be sometime near Spooktober!

If you’d like to get a physical cassette of the soundtrack, check out TheNGVirus on bandcamp!
Also check out dRedder on soundcloud!

Got a question?

Contact me at:

No Delivery: Tales from the Pizzeria Teaser

Full game coming soon to!
Stay tuned for your upcoming night shift programming

You find all the easter eggs?

No Delivery Dev Log #4 - Next Milestone

Been a busy few weeks and a lot of progress has been made in terms of the overworld and encounters. Bugs and algorithms have been addressed to accommodate the increasingly complex gameplay loop as it all contributes to many of the much-needed quality of life improvements. At the moment, most remaining assets to be made largely pertain to endgame segments, with most Wrong Turns and new areas now implemented. This brings the project much closer to content completion!

To kick things off let’s introduce our newest employee- the Arcade Attendant!

Each of the characters is designed with different item requirements for their skills; this is to incentivize exploration and attaining items that may not necessarily be used by your current character, but can be used for future runs, should you meet your end somewhere. Some of the Attendant’s skills for example use tickets at a resource, but for other characters, tickets can be used as a means to another end.

Another difficult thing to design for is consumable items. In roguelikes, these come in all varieties and are given longer usefulness despite their short-lived nature, largely because they are used quite frequently during runs. Most of the Souls games run into this problem as consumable items are often out-classed by equipment that applies those effects permanently, however Sekiro somewhat addresses this with a limited/pragmatic item pool. Item design here is approached similarly by envisioning what economies can be made between which characters and which specific items; any run-off of extra items can contribute to future runs.

Environment design takes the same approach by displaying what “ecosystems” exist within the different areas of the restaurant. An example in-game includes relationship between the Alleys and the trash produced; environment design then sets out to illustrate the effects of that relationship. These include what interactive elements are laying around to what set-pieces you want to draw the player’s interest.

Then comes placing the elements that tie user experience and environmental storytelling together. At the moment, certain characters and sidequests are being implemented; some require a fair amount of writing while other don’t.

And that about wraps it up! Also wanted to says thanks to everyone who’s been checking out and downloading the game everyday. Also to those who choose to donate or support me on other outlets, your help means a great deal.

If you’re digging the soundtrack, check out the composer The_NGVirus for news on the music!

Got a question?
Contact me at:

Put up the “No Delivery” Demo v0.2!

Catch it on itchio

Small patch for the demo, includes fixes and additions for the intro and tutorial areas, balancing for the introduction, and an improved + efficient trash → money menu. Will be replacing the current downloads on the page.

Mac version issues may still persist.

No Delivery is a procedurally generated CRPG, pizzeria simulator developed in RPGMaker MV.

It contains elements inspired from roguelites like Darkest Dungeon and Death Road to Canada,
specifically in dungeon traversal, storytelling events, and rolling multiple playable characters. The idea is
that the employees you play as are essentially expendable and as you traverse the world and the dungeons,
despite the permadeath, assets like money, items, and paths unlocked persist for you as an overall business.

The artstyle is primarily derived from it's prequel, which was heavily inspired by Mother 3 + Earthbound, however this
installment attempts to further cement the atmosphere of the pizzeria as some dirty, decrepit, probably
haunted, too-big-to-fail restaurant space.
I'd very much like some feedback concerning visual clarity or whether there is too much noise in
distinguishing the details (like puddles, stains, floor texture, etc.) Each map has a raw image with a
vignette and sometimes a lighting layer on top, so base color values would most likely be affected by the
environment. I'd also like to know whether or not the style leans too much on the Mother 3 + Earthbound style
and aesthetic (from common criticism, solid colors, lack of dithering, etc *not my opinion haha) and whether
or not it can be easily distinguishable from that style.

I'd appreciate any other constructive feedback as well!

Check out the trailer!

You are the newest in a long line of employees for a local decrepit pizza parlor. Despite the rumors, shady
history, and missing persons cases, you sign up for the night shift because it pays slightly more and all the
kids’ birthday parties should have ended by then…
Luckily, it’ll just be a boring job in an empty pizzeria… right?

  • Challenging turn-based RPG combat!
  • Procedurally generated dungeons!
  • High employee turnover rate!
  • Financial management for a haunted restaurant!
  • Business Lingo!

The demo is now available!

Follow frequent development updates!
Twitter | Tumblr | Deviantart

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