Iron Bramble 🪻

@ironbramble.com

Wishlist: https://store.steampowered.com/app/4328820/Iron_Bramble/ Site: https://ironbramble.com/ Momentum-based platforming built around expressive movement and tight gunplay. Grappling hooks, bunny hops, and rocket jumps!

Our game's movement is super silly because it is physics-based. Just do whatever you want within our sandbox to solve platforming challenges. Here, gravity is used in combination with weapon recoil to do a giant bounce haha.

Our metroidvania is kinda like a physics-sandbox more so than a precision platformer. Here's an example of explosions just affecting the player's movement. Making it a sandbox was fun cause your movement is really just limited by your creativity.

This is pretty cool but adding a hitbox on the backflip lets you kick enemies. Paired with the grappling hook, you can grapple onto the enemy after kicking it some distance and it makes aerial combat very stylish ha

Most metroidvanias don't have expressive movement but we went in a different direction. Gate 1 doesn't need one specific upgrade in one specific room. Maybe Gate 1 can be opened with ability A and B. Gate 2 can be opened with just A. Gate 3 needs A and C. You get to have a less linear playthrough.

Our metroidvania is an expressive platformer. Physics-based movement lets you be creative in how you choose to solve a platforming challenge. Interested in playtesting Iron Bramble? Subscribe to our newsletter. You'll get an email with a sign up link. Link 👇

Trying to design distinctive weapons for our game. Works with the metroidvania formula because we scatter 20 different weapons around the map for people to discover and adds to the sense of exploration. They also combo well together!

Dress physics with procedural animation! (I am using a dev tool to shake Lilac to show off the animation off a little.) Our metroidvania has a physics-based movement system. Momentum changes a lot so we coded the dress to react to the player's actual movement. Wishlist below!

Our metroidvania's movement can look very parkour-like. I think part of it is the contact with the environment so interactions are not a chain of aerial abilities like dashes and double jumps. Our more aerial sections use rocket jumping so there's still a physical impact to it #indiedev #indiegame

Master an elastic grappling hook and swing through a cyber-gothic megastructure in this momentum-based Metroidvania. - Fight robots piloted by souls of the dead - From the developer of Rusted Moss The game is Iron Bramble. Would you play this?