Octobe22, also known as the Octobe22 Build is a build of Pizza Tower that was built in October of 2022. It is a build that gives a pretty close outline of the game, from the start to the final boss. Many things are still unfinished or require polish, but it is very close to the final game.
The gameplay is near identical to the final version, although with very minor differences. A noticeable visual difference is when preforming any attack moves, the player will have a blue trail behind them. This was carried over from Eggplant.
The window for parrying attacks and enemies is much larger than the final game. However, the player cannot parry every attack (i.e. The Noise's bombs).
When the player drifts into an enemy, it is unaffected and not defeated.
Hitting a wall after diving off of a ledge will cause the player to fall down instead of slamming into the wall.
Sliding off of a ledge will not put the player into a dive, but instead will make them fall until they hit the ground.
Just like the Eggplant build, the player may only preform a Rising Uppercut when they stand still on the floor and press and . In the final release, the player may preform a Rising Uppercut while they jump into the air as well.
The pause menu is missing the icons next to each option.
The options menu is more bland, having a plain black background instead of a pattern.
When the player starts a new game, they will be sent into the tutorial instead of starting in the tower and needing to enter the tutorial portal.
Because of this, the tutorial portal is absent, and therefore the tutorial cannot be re-played.
The Toppins show up much quicker on the ranking screen. It is possible this was unintentional, as the bags of money they hold obscure the rank text.
All combo levels after Unfunny reuse Unfunny.
The P-Rank behaves in the same way as the final game, but with the exception of not needing to do a second lap.
Unlike the final game, it doesn't have a design made for the rank indicator yet, instead using the S-Rank one during gameplay and the D-Rank one outside the level.
All bosses require only $120.
The phase transition display and sound effect does not play for bosses.
All bosses have their health displayed in layers rather than regenerating them when transitioning to the next phase, and have 8 health slots. The only exception to this is Pizzaface's third phase, where they all have four HP displayed, being replaced after beating each boss.
When completing a boss level, Toppins are displayed on the rank screen even though it's not possible to obtain any.
Boss intros cannot be skipped by restarting.
A giant key will always spawn after defeating a boss even if the player has beaten them before.
Levels past Gnome Forest do not have proper titlecards and reuse John Gutter's titlecard.
The scooter cutscene from older demos plays before the shot of Peppino and Gustavo looking at the tower when starting a new game.
A frame of Peppino's idle animation from the old hud is used as the game's icon instead of the one used for the final game.
Pizza Granny's text box background is simply white, instead of having a pattern.
They also don't make a sound when the text box appears.
Secret rooms still use their old background.
When exiting out of a secret during the escape sequence previously collected clocks return.
Hub Differences
The player cannot stand on the chair in Pizza Tower Entrance.
Tower Lobby is more compact, with John Gutter being in the same room as the other levels instead of in a separate one.
The colours of the rocks next to the Oregano Desert gate are more saturated.
There is a stone decoration where the Oregano Desert treasure pedestal would be in the final game. In the final game the stone was moved to the right where a Pizza Granny can sometimes appear.
Wasteyard's gate is closer to its treasure pedestal.
Fake Peppino's portal is right by the cardboard cutout, instead of on a ledge above Refrigerator-Refrigerador-Freezerator. It is possible this was unintentional, as the portal obscures part of the cutout.
The phonebooth in Slum is in a different position, being where the Vacation Resort door would be in the final game.
There is no pile of poop behind the pipe that leads to Oh Shit!
The door to enter Staff Only is in a different position, being where Fake Peppino's boss portal would be in the final game.
Staff Only is missing most of its decorations alongside the dark filter.
Staff Only's background is brighter.
WAR's gate has eyes floating around it despite there being no secrets in the level yet.
The hallway leading up to the Pizzaface fight is much different, being shorter with the Staff Only background and tileset. The player needs to run up a wall in order to reach the boss itself.
It is possible to unlock some Chef Tasks despite there being no rooms to view them in.
There is no graffiti in Western District due to Pepperman not being on that floor.
When the player goes to the next floor, there is always a cutscene of Peppino running upstairs. In the final game, he rides an elevator, and the cutscene only plays when entering the floor for the first time.
Many of the treasure pedestals are in different positions.
Mr. Mooney does not appear after buying the final boss gate.
The ground tiles in every floor except Staff Only have empty spaces at the top that are filled in the final game.
The HUD's TV is not hidden.
Audio differences
Leaning Dream does not play in the pause menu, instead the level music becomes muffled.
The music-muffling feature was later repurposed for the taxis in The Pig City.
Meatophobia uses a different audio file.
When entering a lap 2 portal the music does not change to The Death That I Deservioli.
The looping of It's Pizza Time! is introduced in this build, however the song does not fade in making the transition less smooth.
Peppino uses an enemy scream sound during the Firebutt transformation.
Toppins use a different sound effect when calling for help.
The music of the bosses starts before even their intro cutscene does.
During the intro cutscene for bosses, Peppino uses an unused enemy defeat scream instead of his current scream. This also replaces his furious scream at the start of the third phase of the final boss.
All bosses do not have proper sound effects.
The victory theme does not play when beating bosses.
Pizza Granny don't make a sound when the text box appears.
All level titlecards past the Tower Lobby reuse John Gutter's jingle.
The soundfont for the titlecard jingles are also different from the final game.
"Mondays" plays in Western District and Staff Only.
"Fridays" plays in Slum.
The following levels do not have a secret theme and instead use "hmm look what you done did you found a secret :)":
John Gutter
Wasteyard
Gnome Forest ("A Secret in the Trees" goes unused in the files)
Golf and every level after it.
Level Gimmicks
The banana peel plays different sound effects.
Totem Clouds use a placeholder sound when they attack.
The corpses use placeholder sound effects.
Mort doesn't play a chicken sound when the player touches him.
The weenie mounts play placeholder sounds while the player rides them.
The barrel transformation plays different sound effects.
The music does not become muffled while in a taxi.
Jetpacks will sometimes play the Mach 2 rolling sound from Demo 2.
The jumpscares play old screaming sounds as placeholder.
The shotgun plays a different sound when you collect it.
The following level gimmicks don't play any sound effects:
Starting with this build, levels begin with a titlecard. However, not every level has a titlecard and will use John Gutter's instead as a placeholder. The same applies for each titlecard jingle: if it does not have one, it will use John Gutter's.
It is also possible to P-rank every level except WAR, with the latter not having a Tower Secret Treasure or Secret Eyes implemented. While the rank screen animation for a P-rank has been implemented, its icon for the HUD has not. This means upon completing a level with a P-rank, the gate will instead display a D-rank by default.
In the level's lap portal room, a Granny Pizza is present that explains lapping. This was probably removed because there is a lapping hint from a Granny Pizza in the tower in the final game.
Additionally, one or the checker tiles in the background next to the entrance of the room is flipped in the final game.
The level's music is still the old version used since the Entrance Patreon build.
The level doesn't have a proper secret theme yet, using "hmm look what you done did you found a secret :)" as the general placeholder secret theme.
The Vigilante doesn't deflect any of the player's attacks before they pick up the Pistol.
The Pistol's charge attack doesn't have an indicator, and instead of firing a massive bullet, a burst of bullets are fired instead.
Taunting during the charge attack causes the player to freeze in place while the shooting animation loops. The player can only use the charge attack while in this state. They can't even turn around, but they are invincible.
The "draw" section at the end of the boss doesn't stop the music. You can also easily win by spamming the shoot button while the draw section goes on.
The level doesn't have a proper secret theme yet, using "hmm look what you done did you found a secret :)" as the general placeholder secret theme. However, "A Secret in the Trees", now known as "Everybody Wants to Be a Secret", had already been made at this point.
An earlier version of "Pumpin' Hot Stuff" is used.
The player cannot parry the bombs.
The Noise can drop up to 4 bombs while in his Hot Air Balloon.
The Noise will kick the skateboard earlier than he does in the final game during Phase 2, causing it to break without reaching you if he's too close to a wall.
The giant Noise Balloon does not appear when the camera zooms in on Peppino and Noise, making it clearly visible that it appears.
"don't preheat your oven because if you do the song won't play" both uses an older version of itself and plays over the whole level, even after the player gets the Pepper Pizza.
The free milk cow is not placed in the lap room. This lets you fly over it and keep the Pepper Pizza in Lap 2.
Jetpacks will sometimes play the Mach 2 rolling sound from Demo 2.
Fighting him for the first time already shows Fake Peppino himself rather than the real Peppino.
The chase sequence has a lighter background, and lacks the decorations. It is also much shorter.
Instead of going outside of Bruno Pizza, the player is teleported back to the boss arena.
His clones can be bashed to make them go away earlier.
The clones that super taunt will send out two projectiles instead of one.
When the clones try to body slam off of the ceiling after a Mach run, they will only fall off the sides of the player, making it impossible to take damage unless you move.
His clones do not have darker clothing, making it harder to discern the real Fake Peppino from his clones.
He has no invincibility frames, allowing the player to attack him much faster.
The background is missing the view of the ground below, and instead shows the battlements of the tower.
Peppino does not appear angry at all during the entire fight, aside from the cutscene that transitions to the boss rush.
The intro is the same as other bosses, with Peppino being scared rather than enraged.
Peppino is already in the arena when the fight starts.
Pizzaface does not descend from the sky, but is also in the arena when the fight starts.
Pizzaface's slam cannot be parried.
Pizzaface does not have invincibility frames after being bashed.
During the transition to Phase 2, the player can move around, and Peppino does not scream when Pizzahead lands.
The Uzi attack reuses Vigilante's regular pistol shots.
The cogs dropped by Pizzaface during Phase 2 are silver.
During Phase 3, each boss only has four hitpoints displayed (which is also technically true in the final game) and bashing the bosses will only take out one hitpoint.
Lightning strikes will darken the arena for a short period of time, creating something similar to a shadow effect.
The music does not transition during the final Pizzahead encounter, and continues to play normally.
Gustavo appears during the final Pizzahead encounter where he can be thrown to stun him.
He does not laugh to give an opportunity to hit him, meaning you are forced to use Gustavo to beat him.
Stunning Pizzahead also counts as a hit.
The piledriver scene is much different, where Peppino instead appears to piledrive him like any other regular enemy.
The background does not appear to move, which makes it look like that Peppino and Pizzahead are floating in midair.
Pizzahead's stomp attack sends out a line of small explosions in the direction he's facing instead of knocking the player up into the air.
Running into Pizzahead at Mach 2 while he's stunned during his final encounter will make him lose all of his hitpoints without triggering the piledriver cutscene.
The player cannot stand on Pizzahead's shoes after defeating him.
Exiting the fight will drop you off at the gate of the last level or boss that you played.
If you have not played any levels before starting the fight you will instead be taken to fifth room of Oh Shit!, due to it being the first room in the room list. This will essentially softlock the game as trying to restart the level does nothing, trying to exit the level just restarts the room and there is no way to finish the level due to the player spawning out of bounds.
While it is possible for the player to get back in bounds through the use of the Sewer Pipes, completing the level will spawn the player back in the same spot as before in the fifth room.
The final boss must be beaten in order to replay this level instead of having its own level gate.
The titlecard is absent.
The timer still uses the sleeping Pizzaface animation instead of the tower.
You can go back to the top of the tower after killing Pillar John.
The Pillar John uses its normal design instead of the one it uses in the final game, and is much closer to the entrance.
The starting room uses a different background alongside there being a platform around the middle of the room with a bell above it. There is also no door underneath Pillar John.
There are no Pizza Points at the bottom of room 16.
No Pizzaboy cutouts spawn in Pizza Tower Entrance.
An earlier version of Bye Bye There! is used.
Credits/Ending
The ending has no sound effects or music.
The bosses do not appear in the ending cutscene, despite being seen in the credits.
The John scene doesn't exist.
The credits use a different font alongside the ground and sky from the scooter cutscene. The text also scrolls instead of fading out.
No patrons or playtesters are listed in the credits.
Post Elvis is not mentioned in the "Music by" section of the credits.
The "Pizza Mayhem", "Sounds by", "Mort the Chicken by" and "Mort Cube and Pickle by" sections are not present.
After the "The End" screen fades out a strange screen featuring the ground from the ending cutscene and the sky from the credits will appear and darken after a second. Nothing happens if you wait and pressing the jump button instantly brings you back to the save select menu.