RoadOut by Gustavo Rocha
Road Out is a game with Action RPG (Zelda like) and car racing mechanics (some elements of Rock'n Roll Racing) for Windows. Claire (Protagonist) is an outlaw who survives in the Dead Zone doing missions for those who pay more.
[Install] Unzip ALL files and run RoadOut.exe
[Commands] WASD: Movement | Mouse/Left Button: Attack | SPACE: Dash (Need to craft) | Q and E: Rotate camera | ESC: Status/Inventory/Options. (All commands will be taught during the game.)
[Credits] Gabriel Luis: 2D Art, UI and Concept | Gustavo Rocha: Code, Design, Music and 2D Art.
[ScreenShots]

[gameplay video] https://youtu.be/MkbqMHxqk10
[FollowUs] http://twitter.com/rastrolabs
| Link | http://tiny.cc/RoadOut |
| Original URL | https://ldjam.com/events/ludum-dare/45/roadout |
Ratings
| Given | 23🗳️ | 26🗨️ |
I'm still trying to build for another platform. Thanks so much for the comment! <3
Thank you so much for playing!
The artwork was phenomenal, varying both low detail and much higher detail pixel art, with amazing sprites and animations for everything. I also really liked the color scheme in the game, it fit great with the apocalyptic car survival feeling you had going on. Both the character, the enemies, and the environment felt vibrant and alive thanks to the amount of work that was put into their design. The 3D-effect was also fitting, and well implemented.
Both different kinds of gameplay-styles you had going on were awesome, and playing through them was a great amount of fun all the way through. The dungeon-crawler type gameplay was well-designed, and allowed for thorough exploration, which is always nice. The combat in said gameplay felt very fluent, and it was nice to see some different enemies with their own unique attack patterns. I also can't believe you managed to fit some creative level design in, full with puzzles and everything! The car section was a nice addition, adding some extra content in between levels for the player to enjoy. However, although it might just be me, the controls here felt a slight bit off. It was also a tad empty, but I feel like a jerk even saying that given how much content the rest of the game has. If some other aspect could be added gameplay-wise here, it would feel a bit more meaningful. That isn't to say it wasn't a good idea, and I definitely still liked it!
The music... oh man, it was great! Especially the boss-fight theme caught my attention when it first played, it was incredibly catchy and has been stuck in my head ever since. The fact that you also managed to have some variation even in this aspect blows me away even more. You obviously went all-in on each and every category of game-design. The other audio was really impressive too, with a lot of sounds for pretty much all kinds of interaction with the environment, including combat with the enemies.
I can't stress enough how much I enjoyed the overall experience of the game! Phenomenal job!
In fact, we used part of a code we already had and used the time to develop the camera, dash, sword and shield features, enemies behavior, 2D Art, lvl, musics and the cursed juiceness! xD
thank you so much for playing!
(I'm a little bit sad because my playthrough ended when I clipped into a locked room with the dash and I couldn't get out)
Could you please play one more time and screenshot ? ><
You'll help me so much!
Thanks so much for playing!
Actually, we started from a code in development but, we had a crunch time! xD
We used the jam to implement the combat system, 2D art, enemy behavior, camera, lvl, juiciness and two musics.
Other 3 musics are by another project of mine. That's why I disabled audio voting.
Very, very thank you for playing!
I particularly loved the cut scene art, it made the main character feel so alive. The combat also felt really satisfying. A delightful surprise that I could time-parry back projectiles.
My cousin helped us with the reference! xD

I especially enjoyed the car driving controls and would love to see more of that.
If I had to point something out (not necessarily bad), I'd say that I almost didn't rotate the camera. After finding the hidden switch I left it at that angle and went on with the game. I don't mean that the rotate camera function should be removed, but that I didn't find much incentive to rotate it.
Best of luck if you continue with the development!
its slow down sometimes 
assets but, despite the effort put into this jam, I totally agree with you.
We used the jam time to development a lot of content for our game.
Our goal with the event was accelerate the work and playtest.
Participating in the voting was not our priority. We loved all the feedbacks! Mainly yours!
thank you so much for playing and for your comment!
Only slight suggestion I have is to consider the always presenting at a diagonal, you move straight up/down/left/right, which runs you at corners. Also your map is standard cardinal directions, so its just a bit of a disconnect. Just one small suggestion, overall a great game!
4 directions, now it's 4 isometric directions and 4 straight. We will also remove the location indications and the minimap would rotate along with the camera.