ABOUT THIS GAME
The green takes everything. BRAMBLE is a precision platformer played as a six-stage course across a hand-authored map. You start at a trailhead camp at the foot of the world and walk the path in - CANOPY, THE GATE, UNDERSTORY, THE STREAM, THE INTERIOR, THE HEART - climbing into the canopy, dropping beneath the roots and wading a stream whose water shortens every jump. There is no combat and nothing to kill until the last node. Just run, jump and dash through crumbling stone, bottomless pits, spike beds and drifting flyers to reach each gate. Then the green puts its ape-king in front of you: three levers, a beat you can see, and a stunned target that is still lethal - so the only way through is a dash. A restart does not rewind the clock: a retry costs exactly what it really cost, and a banked level seals behind you so you can never grind a better split. Hiding the tab pauses the level but bills the time away on your return.
KEY FEATURES
Precision Movement
Variable jump height, coyote time, jump buffering and a dash on cooldown. Every death traces back to a decision, never a dropped input.
Variable jump height, coyote time, jump buffering and a dash on cooldown. Every death traces back to a decision, never a dropped input.
A Six-Stage Course
CANOPY, THE GATE, UNDERSTORY, THE STREAM, THE INTERIOR and THE HEART, each a hand-authored stage, walked in order along a map that seals behind you as you clear it. Five are nine-chunk 3,456-pixel stages; THE HEART is a six-chunk arena that ends the course on a fight.
CANOPY, THE GATE, UNDERSTORY, THE STREAM, THE INTERIOR and THE HEART, each a hand-authored stage, walked in order along a map that seals behind you as you clear it. Five are nine-chunk 3,456-pixel stages; THE HEART is a six-chunk arena that ends the course on a fight.
The Map Hub
Every run begins at a trailhead camp below the first node. You walk the path in yourself - the marker follows the route and cannot leave it, so a locked stage is a place you simply cannot reach yet.
Every run begins at a trailhead camp below the first node. You walk the path in yourself - the marker follows the route and cannot leave it, so a locked stage is a place you simply cannot reach yet.
Restarts Are Billed
Pressing R mid-stage respawns you at the last lit lantern, but the clock keeps the seconds the attempt really cost. There is no penalty constant to learn - the bill is just the time you spent.
Pressing R mid-stage respawns you at the last lit lantern, but the clock keeps the seconds the attempt really cost. There is no penalty constant to learn - the bill is just the time you spent.
Water Shortens Every Jump
Wading a stream scales run speed and jump height to 0.85, and reach falls off with the square of that. A gap clearable on land is often not clearable mid-stream, and deep water is impassable.
Wading a stream scales run speed and jump height to 0.85, and reach falls off with the square of that. A gap clearable on land is often not clearable mid-stream, and deep water is impassable.
The Clock Never Rewinds
Two clocks, deliberately distinct. The level clock survives a restart, so a retry costs exactly what it cost; the course clock only accumulates stages you have actually banked.
Two clocks, deliberately distinct. The level clock survives a restart, so a retry costs exactly what it cost; the course clock only accumulates stages you have actually banked.
Hiding the Tab Is Billed
Switch away and the level stops, but the time away is charged to your run on return. A free pause would be a time attack that could be won by switching tabs.
Switch away and the level stops, but the time away is charged to your run on return. A free pause would be a time attack that could be won by switching tabs.
Fastest-Time Leaderboard
Qualify for the top ten and enter three initials. Runs are ranked by summed course time, inverted internally so the fastest run sits on top.
Qualify for the top ten and enter three initials. Runs are ranked by summed course time, inverted internally so the fastest run sits on top.
Sixteen Checkpoint Lanterns Across the Course
Fifteen amber lanterns split the first five stages into three escalating pushes each, and one more stands in the arena itself. Every one writes your progress into the world.
Fifteen amber lanterns split the first five stages into three escalating pushes each, and one more stands in the arena itself. Every one writes your progress into the world.
Thirty-Three Seeds Across the Course
Seeds sit deliberately off the critical path in every stage, turning the run into a choice between raw speed and a full sweep. Counted at the finish rather than live in the HUD, so the clock keeps your attention.
Seeds sit deliberately off the critical path in every stage, turning the run into a choice between raw speed and a full sweep. Counted at the finish rather than live in the HUD, so the clock keeps your attention.
A Readable Hazard Vocabulary
Crawlers, flyers, floor spikes, hanging spike corridors and bottomless pits - each taught alone before it is ever combined with anything else.
Crawlers, flyers, floor spikes, hanging spike corridors and bottomless pits - each taught alone before it is ever combined with anything else.
One-Way Plank Platforms
Jump up through, stand on, and drop through with a down-input. Layered planks build the routes through the ruins.
Jump up through, stand on, and drop through with a down-input. Layered planks build the routes through the ruins.
THE HEART: A Three-Phase Ape-King
The final node is a real stage, not a locked placeholder. Pull all three levers to stun the ape-king, then dash into him - he stays lethal while stunned, so the dash is the only thing that keeps you alive. Three phases, three hits, and each phase is the same pattern played faster.
The final node is a real stage, not a locked placeholder. Pull all three levers to stun the ape-king, then dash into him - he stays lethal while stunned, so the dash is the only thing that keeps you alive. Three phases, three hits, and each phase is the same pattern played faster.
Crumbling Ledges
The game's first tiles that change while you stand on them. Hold one across a cycle beat and it gives way, then regrows on its own. A collapse costs a climb, never a life - and a death rebuilds the arena exactly as it was authored.
The game's first tiles that change while you stand on them. Hold one across a cycle beat and it gives way, then regrows on its own. A collapse costs a climb, never a life - and a death rebuilds the arena exactly as it was authored.
A Visible Beat
One warm-toned bar fills once per cycle, with the last stretch lit as a warning. The tempo is learnable rather than guessed, in colours no lethal hazard uses.
One warm-toned bar fills once per cycle, with the last stretch lit as a warning. The tempo is learnable rather than guessed, in colours no lethal hazard uses.
GAMEPLAY
Perspective
2D Side-Scrolling Precision Platformer, played as a course across a hub map
Focus
Movement mastery and route optimisation against a running clock
Players
1
Native Resolution
384x216