
Briar Flame - Demo




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 |
| Status | In development |
| Platforms | HTML5, Windows, macOS, Linux |
| Rating | Rated 4.5 out of 5 stars (4 total ratings) |
| Author | HappyDoodz |
| Genre | Platformer, Action, Adventure |
| Made with | Unity |
| Tags | 2D, Atmospheric, Boss battle, demo, Exploration, Metroidvania, Souls-like |
Download
Download
BriarFlameDemo_v0.1.zip 147 MB
Development log
- Major Demo Update Released7 days ago





Comments
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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.
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.
That was pretty critical - some positives.
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.
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!