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Ghostly Green

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

Creator of

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Fun fact - Duel of the Fusil and the Flare was originally inspired by an inception track :3

Thanks for visiting!

True statement

They cooked

Nooo my liver =(

How you organized those samples is beyond me. Well done.

So when i first heard this song (being unfamiliar with the original Field of hopes and dreams), My brain expected A piano/saxophone solo at the verse after 1:17. After hearing the original, glad to hear me and Toby Fox were on the same wavelength. My point still stands, that section has a lot of potential for some amazing piano lines above it. I also do wish this track were a little more unique from the original. Otherwise, well done. 

I've got a few entries, but skipping to what i think is the best one:
/jam/mini-guy-music-fight/rate/4811176

My statement from the game jam stands - you just never miss. These are fire, great job!

While not poorly produced, a large portion song builds tension without a proper release. I would say the project needs a full or higher intensity "climax" section to fully make the track memorable. Otherwise, well done.

Super catchy rhythm bassline. 🗣️ 🗣️ 🔥 🔥 🔥

Do like this song.

I think drums could be implemented a differently (more velocity variation, quieter overall). Instruments work well together, and melodies are quite interesting. Good work!

Orchestra hit jumpscare

Quite groovy, big fan of the instrument selection in this one

This is such a unique idea, I love it

Also W mallet percussion, not biased at all trust

I highly recommend listening to the musket version - the other is there if you want more clarity on the percussion. 

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.