To everyone playing, testing, and sharing WALLOP — thank you. Every bug report, every "this feels off," every run you've pushed through makes the game better. You're fighting through waves of food-themed chaos so we can find the fun. We see you. This one's for you.
— The Pizza Hero Gaming team
Share runs, report bugs, and hang out with other players on Discord:
💬 JOIN THE DISCORDLow-volume SFX for pickups, level-ups, boss spawns, and chest opens, plus a looping music track for each stage.
Music — Abstraction (Benjamin Burnes) · abstractionmusic.com · from the album “Sketchbook”.
Sound effects — Kenney UI & RPG audio packs (CC0) · kenney.nl
3D models — Quaternius (CC0) · quaternius.com
Controller glyphs — Xelu’s FREE Controller Prompts (CC0)
makeBoneMesh() returns a Group, and mesh.material.clone() on a Group threw inside the tick loop. Fixed with a proper sphere meatball mesh.Fast_Flying not Walk, and the regex missed it. Walk-clip lookup now handles all 3 clip-naming conventions.typeof Profile !== 'undefined' as a global instead of importing it, so slug always fell back to pizza_hero. Fixed.mesh.lookAt target Y used the enemy's own chest height, so close horizontal distances pulled the model's forward axis nearly vertical. Now uses mesh world Y.return?v=<sha> to every static module import across the whole graph