Just a way to reflect opponent bullets back with a well-timed attack. I think seeing the projectile act like a baseball gives it a lot of tactile feedback.
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
We added jiggle physics to our game so the dress can go swish.
Dev tool showing more of how we can edit our rooms' appearances live in-game.
We added an arena to our metroidvania. Fun to just chill here and blast enemies indefinitely.
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 👇
When you make a game with physics-based movement, you kinda want players to start breaking your game because that's part of the fun of having a sandbox.
Adding headshot mechanics in our metroidvania. I think our game shares a lot of DNA with FPS games.
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!
The angel enemy-type in our game. Target practice for shotguns?
Quick backflip + grapple to flip an enemy over. #indiedev #indiegame
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!
Doing a sick flip ^_^ (When you take a break from development to just play around with the expressive movement...) #indiegame #indiedev
Our game's backgrounds are pre-rendered pixel art. We also have some lighting done post-processing to change the visuals up more. You can use the same tile-set but get a dramatic difference. #indiedev #indiegame
“ ribbons are all always beautiful in this world“ Lilac from Iron Bramble created / developed by @minibunnies.bsky.social #metroidvania #indiegame #indiedev #scififantasy #drawing #indiegames
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
We tried giving the backflip ability a hitbox. The result is that you can kick enemies up in the air with it. #indiedev #indiegame
1) Backflip off an enemy to kick them in the air 2) Grapple hook onto them 3) Shotgun #indiedev #indiegame
More about the pretty dresses you can wear in our metroidvania (we also have rocket jumping, bunny hopping, and a mischievous fae who is really into guns) #indiedev #indiegame
Small Lilac flowers beneath her feet as an indicator for the backflip. #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?