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Ghostly Green

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A member registered Mar 19, 2026 · View creator page →

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Its a lot of mechanics implemented right off the bat - with the different tower types, and I found it slightly difficult to start. 

A very solid puzzle platformer! Glad to see we're not the only ones who went that route.
Great Job!
(P.S. Hey, I remember you from the music jam, you just dont miss do you?)

A solid game with a nice gameplay loop. Well done!

Its peak i fear

I enjoyed this a little too much.

Didn't know Aperture science started conducting safety research.
Surprisingly satisfying game! Well done!

There are zombies on my lawn
Solid gameplay loop with a lot of potential (i jumped to alternate ammo types you could earn or powerups, etc. Whats stopping us from loading canister shot in here?).
Well done!

Words cannot describe how much I like the yell sound at the beginning of each wave.
Well done!

Hey, Im also making a game about the immune system! Not for this game jam, though. Unfortunately for you, I am on the side of the bacteria.
Like the idea, the game is a little complex but I feel that it has good potential, and is fun to play as is as well.
Nicely done!

Love the movement and do like the charm of the game, as well as the variety of different ways we can cause chaos. Well done!
Bug I found - Day 1, made it to the house two areas above the start, froze in the snow, went through shop, then game got stuck on a white screen. Just a heads up :3

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!

Oh, and if you have any questions on level solutions, DM me on discord!

Frogs :3
Like the game, its got a charm and its fun to play. Also I love the different types of puzzle platformers ive seen so far, glad to see we weren't the only ones.
Well Done!

Glad to see more strategy games out here! This ones a fun one, love the concept and great execution. Well done!

A nice change of pace from my normal (inhumanly difficult) suite of colony sim games (Im looking at you, Oxygen Not Included). Also, I am a big fan of the music.
Well done!

Good proof of concept. I like the bees :3
I would add music or sfx to hammer in the atmosphere of the game. Well done!

A nice chill game. I would recommend adding some sort of events system or other negative pressure as mentioned by others, to keep the player on their toes. Well done!

Art kinda reminds me of the original risk of rain. Nicely done!

Art kinda reminds me of the original risk of rain. Nicely done!

The artstyle reminds me of a game named Among Trees. Unfortunately, the game was abandoned. Very pretty artstyle and atmosphere. Well done!

Many calamity infernum runs prepared me for this moment. Nicely done!

A nice short and sweet game. If you do continue this project in the future, I would hammer down the gimmick of needing to divide - The game seems possible without dividing more than once or twice. Nicely done!

(2 edits)

Known Bugs list

  • Running into other soldiers can throw off ghost navigation - keep to a minimum if you can!
  • Drop your crates before restarting - Lest you wish to be cursed by the ghost crates.

Please reply to this comment if you find any others, we’ll take a look for the next patch

Boxtrot V1.1.3 Patch notes:
Nearly every mentioned bug has been fixed. Go forth and conquer, soldiers.

Lads, we've got a day to bugfix. Ill catch you tomorrow. 

(1 edit)

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.

Yep! That goes for anyone seeing this, just remember to attribute somewhere :3

Bouncy, and oddly familiar. Very nice overall, I do wish it were a little longer though. Well done!

Coffee shop vibes, the bass is nicely done, and i like the vibraphone solo you've got goin on here. Nicely done!

Sounds very full - I like it! Reminds me of the Astroneer OST. That bassline is really well done,  in the various sound effects do a really good job of creating the atmosphere. Well done!

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!

(1 edit)

Very chill, cool rhythmic stuff goin on, and a big fan of the percussion. Fits the theme very well.  I think adding a soft lead line  (maybe a sine or square synth?) could add some really cool depth to this piece.  Overall, well done! Good name too btw :3

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!

Thank you!

Glad to see you think so!
One of my concerns with this track was its intensity, but its been received well

Thank you! I did end up cutting the last section out of time =(