The Briar has claimed the land, choking the world in thorns and shadows.

You are the Young Ember Host, a lone spark fighting to free the realms trapped Between the Briar.

Battle through stylized, hand-crafted zones.
Discover looping pathways and satisfying shortcuts.
Face deadly foes and relentless bosses in this precision action-platformer.

This demo represents an early look at my solo project — your feedback genuinely helps shape its future.

 Please share your thoughts in the comments!

Thank you for playing. May your Ember never fade.

Updated 7 days ago
StatusIn development
PlatformsHTML5, Windows, macOS, Linux
Rating
Rated 4.5 out of 5 stars
(4 total ratings)
AuthorHappyDoodz
GenrePlatformer, Action, Adventure
Made withUnity
Tags2D, Atmospheric, Boss battle, demo, Exploration, Metroidvania, Souls-like

Download

Download
BriarFlameDemo_v0.1.zip 147 MB

Development log

Comments

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(1 edit)

Thanks everyone for your valuable feedback! I have updated the demo with these points addressed. I hope you enjoy the game!

Nice updates. It plays better now, and the combat is more juicy.

Some of the things I noticed:
- When dashing, the player loses vertical velocity, which makes it possible to dash into hazards, especially when you activate the dash while falling. In other games, when the player is dashing, it maintains the current vertical position. This really helps in precision platforming.

- Using the L1 button as the attack button on a controller is a bit unconventional.

- You might want to check the joystick controls. It's impossible to climb a wall to the top using the joysticks on the controller. The player just slides back down when close to the ledge.

- The hit/impact sound when attacking is a bit delayed.

- After an enemy is dead, you can keep hitting them, and it continues playing the hit sound until the body disappears. I don't know if this is intended.

- I got stuck inside a wall in some part of the map. 

(1 edit)

omg how embarrasing! thank you fo that screen shot, i have placed the demo barrier in an akward spot and the player is somehow getting stuck inside it!

and you are running out of stamina when you try to climb. try adding in some wall jumps and dashes to get to the top quickly!

and farming power off a dying enemy is infact intended. 

Thank you so much for playing the demo and providing youre feedback! I cant express enough how much i appretiate it!

Happy to be of help.
I'll make sure to keep up with your progress.

Hey, first of all, I actually had a bit of fun playing this.

I wouldn't dwell too much on the cons stated in earlier responses. I'll focus more on the gameplay:

1. The wall climb is buggy. When wall climbing sometimes, the player get slows and start flipping back and forth like it's looping through wall detection over and over again. This mostly happens when you are close to the top edge of the wall.

2. The upward attack sometimes makes double hit, first hit on the swing up and second hit on the swing down. Not sure if it's intended this way.

3. The wall jump is way too restricting. When the player jumps off the wall, it takes too long to take control of the player. This makes it impossible to wall jump vertically on one side of the wall to climb.

4. I'm not really sure how the resource to heal refills.

It would also be nice to add controller support.

Okay, honest feedback from playing. This is fairly critical but not meant badly.

  • This is trying way too consciously and overtly to emulate Hollow Knight. The title screen in particular is just... Hollow Knight's. If you have any interest in this gaining commercial viability or popular success, you need to abandon this direction and find your own ASAP. At bare minimum, if you're emulating others' directly, you need to wrap the aesthetic differently. Also a bit of a tone whiplash after the "Happy Doodz" silly cartoony logo.
  • The tutorialization is all over the place. You're told how to walk, but before you ever need to you have to crawl, which you aren't told how to do. And so on. You're told how to attack before there are any enemies, then like 5 tutorial points later you fight an enemy and you just have to remember what the attack key was. Before you ever need to regular jump, you need to double-dash-jump.
  • The tutorial ghost people also are pretty inconsistent on how vague their direction is vs. outright telling you the controls to press; I think you should be more consistent and if you have to standardize one style or the other, do the latter so the player at least always knows what they're being told to do/learn.
  • Someone warns you to look before you leap, with the indicated icons just being the movement keys again. I hold down, assuming it'll let me see down; it doesn't. I jump down, assuming there's a trap but not being sure how to avoid it, die. Not sure what you're meant to do here or if the 'look down' command just wasn't working?
  • Way way way too many things taught in too short a span, which is not how player retention works. You need to establish the player understands and has retained one thing before packing on another. In like, two minutes, you've introduced base gameplay, two types of attack, a shield, and two different resources besides health. The first enemy takes like 8-9 hits before you've even established the player knows how to attack, and you fight the next enemy with a different attack, and then suddenly you're fighting a boss with like, one and a half actual enemy fights under your belt, maybe.
  • Genuinely rolled my eyes at "Jailer of the Untriumphant". Deeply overdramaticized. Approaches like that really need to earn the player's respect to be taken seriously, and when you force it that fast, well. Yeah.
  • On retention/tutorialization again, by the time I got to the boss I hadn't really been tested on this pretty wide skill set (many of the keys I only had to press like, once ever, or in a single combat situation) and didn't really remember what my moves were besides "spam attack" and "one of these was a shield, shoot, which key was it". Looking at your gif it probably feels good to be dashing through the enemy hitbox but I don't think you've actually trained the player enough yet by a long shot.
  • UI takes up far too much space. Lines are way way way too thick. I also don't think it looks that great with very sharp pure white edges when that's not really in line with the in-game artstyle.
  • And, uh, as others noted, this is outright just Hornet's outfit down to the colour. This is an outright error. Imagine if you dressed the character in red clothes with blue overalls and a big red hat with a "M" on it, then gave them a mustache.
  • Maybe I'm being overly nitpicky but I don't think the font suits the art style.

That was pretty critical - some positives.

  • I liked the gremlin-y rat character noises a lot. I think leaning into that more than the self-serious HK/SS direction would be a good move.
  • Assuming you learn and internalize it, it seems like a pretty varied and responsive moveset.
  • The overall art style and aesthetic was working, other than the blatantly HK-elements (font, black ghosts). I do agree that having pure white background elements with pure white gameplay elements isn't great but that's pretty addressable, and I think the simple gradient-shapes looks is overall working and cohesive.

Hope I'm not coming across as disheartening; if you slow down your tutorialization and back off from the HK imitation I do think you're starting on something solid here.

(1 edit) (+1)

What a feedback. 

You said everything I wanted to write down.

Tutorials: 

Play other games. What are the tutorial telling them ? You don’t need to tell them everything.

Slower pace and before telling them something new, let them try out first. 

Level pace:

Make it longer… combine it with a small platform set, before a hard boss or enemy.
Introduce the player to easy enemies to try out different attacks. let them die in 1 or 2 hits. 
The first boss should have an easy attack and movement variation. 

let the player observe and let them try out there own playstyle. 

Hey! First off really cool demo and solid foundation for a game! As, a solo dev myself, I can understand how hard it is to create something like this :)

Here's my feedback:
1. The jump feels a bit too weighty imo; it feels like the character is wayyy too heavy, especially compared to what it looks like. It's almost as though we are jumping from a pool of slime or something.


2. The keyboard controls are fine, but I think using the arrow keys to control the camera is a bit weird(It's kinda hard to reach as well, as there are no other keys used in that region of the keyboard). Maybe consider changing it to WASD as well? Should be more intuitive :D


3. The enemy attack tracking is a bit too strong I think. This is a bit suggestive, so I recommend that you take feedback from other players as well, but I think that enemies being able to flip around mid-attack is BS. Like you could have dodge through the attack in time, but then the enemy just flips around and hits you either way.

Keeping all my criticisms aside, I think you also have a great atmosphere and artstyle going on! Good job! :D

Anyways, keep in mind that all my feedback is suggestive and that you may choose to address or disregard them as you will based on what kind of game you are trying to make.

Good luck for continued development!