Agent Bramble
A park-service bear spy. Twenty-five vaults in one timed run. Put on a visor headset, free the scouts, and shut Director Vex down on level 25.
Enter a first and last name before the mission. That name is what shows up on the time leaderboard if you clear every level. The game remembers it in this browser, so the next visit skips the name screen.
Play
How a run works
You start each level with 5 hearts. A hit knocks one off and gives you a short moment where the next hit does not count. At 0 hearts the screen says Busted. Try again restarts that level and puts your score back to what it was when the level began. Title drops the run.
A banner names the vault when it starts. Press Space or Enter to skip it, or wait and it goes away on its own.
Controls
Arrow keys or WASD both work. On a phone, on-screen buttons cover run, jump, slide, and laser.
| Action | Key |
| Run | Left and Right arrows |
| Jump. Press again in the air for a second jump | Up arrow |
| Slide. Needed in vents, and it ducks under shots | Down arrow |
| Yoink a bot’s headset up close. Hold to fire the visor laser | Space |
| Pause. The clock stops | Esc or P |
| Restart the current level | R |
| Resume from the pause screen | Esc, P, Space, or Enter |
You have to be moving to start a slide. Sliding is faster than running. You cannot fire while you are sliding. Jumping stands you back up.
Hold Space only while you want the beam. Letting go stops it. You run slower while it is firing.
How to clear a vault
Most levels end at an exit on the right. A gate blocks the way until every scout on that level is free. Walk into a scout and they follow you. They are safe from spikes and enemies. When the last one is free, the gate opens. Touch the exit to clear the level. You get 1000 points, then the next vault starts on its own.
If you touch the exit early, a hint tells you what is still left: scouts, or the boss on the last level.
Spikes cost a heart. Falling off the map costs a heart and sends you back to the last solid ground you stood on. If that was your last heart, the fall ends the level.
Headset and laser
Levels hide a headset you can walk over. Visor bots are also wearing one. Stand close and press Space to pull it off and buckle it on. Until it is on, the laser does nothing.
The beam aims at an enemy in front of you, a little above or below, or fires straight ahead if nothing is there. It stops on walls and on a closed gate. It burns health even if a bot still has a helmet. Holding it spends charge. The meter refills on its own when you let go. A second headset fills the meter. A cell adds a chunk of charge, but only if you are already wearing a headset.
A helmet only changes stomps. Stomp a visor bot once to knock the helmet off, then stomp again to finish it. Yoinking the headset also takes the helmet off, and then one stomp is enough.
Pickups
The HUD shows hearts, score, the clock, headset charge, and shards collected out of the total on that level.
| Pickup | Effect |
| Shard | 100 points |
| Gold shard | 500 points |
| Headset | Turns the laser on. Another one fully recharges it |
| Cell | Adds charge if you already have a headset |
| Honey | Restores 2 hearts, up to 5 |
| Scout | Follows you. 200 points. The gate opens when every scout is free |
Enemies
| Enemy | What they do |
| Walker | Patrols the floor. Stomp once to defeat them |
| Visor bot | Stands still and shoots. Wears a headset. First stomp removes the helmet. Second stomp defeats them |
| Flyer | Hovers and shoots. Burn them with the laser |
| Spikes | A touch costs a heart |
A defeat is worth 50 points. Sliding under a shot lets it pass over you. Shots also stop on walls and gates.
Later vaults mix in more of these. Paths get longer. Low ceilings need a slide. Spike pits have a barge you can ride. Some gates want two scouts. Flyers show up, and shots come out faster.
Levels
The first two vaults and the last one are built by hand. The rest are generated, and the layout for a given number stays the same. Five color palettes rotate as the level number climbs.
| Level | Name |
| 1 | Cargo Spine |
| 2 | Amber Lake |
| 3 | Pine Switchback |
| 4 | Honeycomb Vent |
| 5 | Cinder Walk |
| 6 | Glass Orchard |
| 7 | Rust Trestle |
| 8 | Lantern Drift |
| 9 | Moss Lift |
| 10 | Copper Sluice |
| 11 | Night Market |
| 12 | Bramble Spires |
| 13 | Echo Causeway |
| 14 | Soot Garden |
| 15 | Relay Cliffs |
| 16 | Amber Aqueduct |
| 17 | Static Orchard |
| 18 | Kiln Bridge |
| 19 | Fog Catwalk |
| 20 | Scout Hollow |
| 21 | Wire Canopy |
| 22 | Redwood Switch |
| 23 | Ember Docks |
| 24 | Last Gate |
| 25 | Vex Core |
Director Vex
Level 25 starts with no exit. Vex flies, shoots, then slams the floor. The slam leaves a shock on the ground. After the slam, the core opens. Hold the laser on the open core. The armor blocks the beam while the core is shut.
Under half health, Vex shoots more and leaves the core open for less time. Dropping the core to 0 is worth 2000 points. An exit appears where Vex was. Step into it to finish the run.
Score, clock, and save data
The clock starts when the mission starts. It keeps running through a busted screen. It stops while the game is paused, and it stops on the win screen.
| Event | Points |
| Shard | 100 |
| Gold shard | 500 |
| Enemy defeated | 50 |
| Scout freed | 200 |
| Level cleared | 1000 |
| Director Vex defeated | 2000 |
Two values stay in this browser:
- bramble-name — the first and last name from the name screen
- bramble-best — the highest score from a finished 25-level run
The title screen shows that best score. Clearing site data wipes both.
Leaderboard
Finishing all 25 levels sends your time to the shared board. Open it from the lobby, from the win screen, or here: Bramble times. It needs a connection.
Your name is stored once. A later clear only replaces it when the new time is faster. A time under 45 seconds is rejected. Refresh on the board reloads the list. Lower time ranks higher.