Art style is amazing, UI looks incredible. Gameplay is okay and, maybe that was a idea, but without enemy's stunlock game feels very strange and clunky and it'd be good if you make one certain size for a bullet of range enemy.
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ROI's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals | #943 | 3.198 | 3.750 |
| Audio | #1329 | 2.239 | 2.625 |
| Overall | #1542 | 2.150 | 2.521 |
| Gameplay | #1547 | 2.025 | 2.375 |
| Enjoyment | #1573 | 2.132 | 2.500 |
| Innovation | #1842 | 1.599 | 1.875 |
| Theme | #1860 | 1.706 | 2.000 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
ROI, Return on Investment, Rush on Impact--whatever you call it--features a "rage" mechanic which increases young Roi's damage the lower her health is. She can drain her health to juice up following attacks that are extra powerful against the zombies infesting her train, although this puts her life in precarious danger. Roi can handle herself in two ways: play it safe, or risk it all.
What code and assets did you not make from scratch during the jam (if any)?
N/A
How many people worked on the game?6





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