Its a lot of mechanics implemented right off the bat - with the different tower types, and I found it slightly difficult to start.
Ghostly Green
Creator of
Recent community posts
Noted - The ghost navigation is a point of contention for me as well, honestly. Managing the collision framework for it has been pretty difficult, and im 90% sure the issue is due to the player having one way collision with ghosts, while other ghosts have two way collision. It was the best way to solve a larger bug present with ghost navigation, but unfortunately not perfect. Thanks for playing! I'll keep these in mind for the next build.
Very pretty game - I was gonna talk about coyote time but looks like comments have already discussed it. Another similar jump related mechanic I would look into would be Autojump. Essentially, with standard jump controls you would need to press jump as soon as you land in order to jump again in succession. However, if you're early, nothing happens, which can make control feel difficult at times. How i would go about implementing autojump is by starting a timer if the player presses jump and is not on the ground, and if the player touches the ground before the timer goes off, jump again. Its one of those things that you dont really think about, but makes games feel much more polished.
Aesthetically very pretty game. Well done!
Some notes:
This game was ambitious, and we plan on continuing this project after the game jam. That being said, we know theres quite a few bugs, some we thought we fixed and some slipped by. Below is a list of known bugs.
- Picking up a crate with unarmed moves other crates
- mud doesnt kill sometimes (We fixed this like 5 times this sucks)
- sometimes players move at half of their intended speed
- Rocketeer has infinite ammo
- Bullets have some crazy armor piercing potential
- The game crashes if multiple players die on the same frame
- Cant exit level (good luck have fun)
- later levels may be impossible due to above bugs
- Ghosts can collide with future players
- Executioners march doesnt cut properly
So.
Buggy? Yes. but a solid proof of concept of an idea that we've come to love. Although its worse for wear, we still hope you enjoy Boxtrot as much as we enjoyed making it.
And, a moment of silence for the features that didn't make it.
- The box class
- Scouts crawl ability
- pixel/vector switch up (sorry Propdev)
- Multicolor tiles
- Lots of UI
And perhaps, most depressingly to me,
- Ian's Planning themes
They were two amazing tracks that simply didnt make the time cut due to some last minute errors with godot.
I see the vision with this track, and I do like the vibe it creates. I think the biggest thing holding this track back currently is the lack of a bass drum hit in the percussion line. Snare drum and cymbal create rhythm and make the track unique, but the bass drum is what establishes the beat of the song (for most genres). Check out this video if you want to see a more in depth explanation (what im talking about is at 2:35, but this entire video is really good, inspired the drum parts I still write to this day). Well done!
W garageband
Very groovy over all, your rhythm work is on point. Instruments work out very nicely with each other as well. The only thing I'd change (which, is very small but can add a little variety) is making the end of each phrase (typically, 4 or 8 bars) have a slightly modified drum part - take the normal drum loop, and try adding an extra bass drum hit or snare. Everything about this song is very well done, I like quite a bit. Well done!
Gives me a very specific vibe that im struggling to part into words - kinda like preparing to go on a cave expedition in a retro game, or maybe a refinery theme? Judging from the title, its something along those lines, so you did well there.
I do enjoy the instrumentation, though I think the guitar sounds a little out of place. I think it may be because of the sample rate of the instrument (Youve got a lot of retro sounds in here, which have low sample rates, while the guitar appears to have a higher one). I would try bitcrushing the guitar (14 kHz - 8 kHz is a good place to start, play around with it from there).
Nicely done!
Very chill track, cool stuff happening in the background. I do think its slightly repetitive, but it still works quite well as background music. Making the melody a little more involved or active when it repeats would be a good way to do this without creating an entirely new part, though both methods work. Nicely done!
P.S. Does fit the wii vibe quite well :3
Good instrumentation, work nicely together. Some accidentals/out of key notes feel a little out of place - they're really useful for building tension, but its hard to use them well. I learned how to use them through brute force, but theres likely some good videos out there for learning. Nicely done!

