In first-person story game Pizzy's Parlor, a father goes about his day. The player begins inside a little pizzeria, prepared to leave work. The plan is simple: pick up the boy from school, take him home, and stop at a few businesses. As the player advances forward, regular tasks start to feel weird. Each new place introduces perplexity, moving the plot away from normal living into a repeating and unsettling cycle.
The game Pizzy's Parlor is arranged into a distinct succession of short chapters. Each chapter depicts one common place — school, store, or restaurant — and a minor event that interrupts the pattern. The father’s journey goes in a straight path, but the world around him begins to alter. The user experiences each stage through movement and observation, proceeding automatically through the tale. The final scene returns to a location from previously, finishing the circle.
The father becomes more confused with each stop. Food shopping and other simple duties mix together. The player sees familiar areas repeat with minor alterations, suggesting the character is stuck. There are no enemies or goals other than progress. The steady change from normal to inexplicable remains the focus.
Move, gaze, and listen, not solve puzzles or battle. The setting and quick transitions tell the story. Changes are indicated by sight and sound. The gameplay shows how mundane activities lose meaning via repetition. The linear framework keeps advancement going without comprehension.