[Treasure 'n Trio: Level Balancing and Other Stuff]
*This text was written using a translation tool.
[Previously...]
After participating in the Sokoban Festival in April, the game gained a decent number of wishlists.
It seems that being featured on the first page helped attract a lot of attention.
Since then, I’ve mainly been working on polishing the game.
[Cutscenes]
Cutscenes have been added to the game.
They won't play a major role and will appear only in places like the intro, character encounters, and the ending.
The story will also remain fairly simple.
[Final Visual Polish]
Early in development, the project’s scope was smaller, so many in-game sprites were created just to be “good enough to see.”
As the project grew and I gained more experience with sprite work, the changes weren’t drastic, but the early and later visuals didn’t quite align in style.
To address this, I spent a few days focused solely on Aseprite to unify the overall art style.
I understand that some people may prefer the older style, and I completely get that.
However, the current style is closer to what I originally had in mind, so I hope for your understanding.
There were also improvements made to animations and other visuals.
(To be honest, if you're not paying attention, the differences might just feel like a spot-the-difference puzzle.)
[Level Selection Screen Overhaul]
In the demo, levels were played in a linear order, so it was enough to simply show the minimap for each one.
Now, the level selection screen includes information such as side quest objectives, clear status, and collected treasures.
[Level Balancing]
Level balancing has officially begun.
I’ve adjusted the order of levels based on their difficulty and mechanics, and reworked level elements where needed.
In some cases, I removed levels and created new ones to take their place.
The removed levels won’t be discarded completely—they’ll be repurposed as extra levels to be played as bonus content.
[Side Quests]
While balancing levels, I also started properly implementing side quests, which had previously only been partially set up.
To explain again: side quests are challenge-based objectives that require players to clear levels under specific conditions.
These include turn limits, limited teleport usage, movement restrictions, or limits on how many times certain objects can be pushed.
Personally, I like the condition where you have to step on every flower in the level.
It’s like a pure Sokoban experience.
[In Closing]
Development feels like it’s always almost finished—but not quite.
Some days it seems like there’s not much left, and other days it feels like there’s still a lot to do.
But in the end, the only option is to keep moving forward, steadily.
[Twitter / X] Treasure 'n Trio
[Steam Page] Treasure 'n Trio on Steam
[Youtube] Treasure 'n Trio
Get Treasure 'n Trio - Demo
Treasure 'n Trio - Demo
Solve a Sokoban-style puzzle with three unique characters.
Status | In development |
Author | tntstudio |
Genre | Puzzle |
Tags | 2D, Fantasy, Pixel Art, Singleplayer, Sokoban, Tilemap |
Languages | German, English, Spanish; Castilian, Spanish; Latin America, French, Italian, Japanese, Korean, Portuguese (Brazil), Russian, Chinese |
More posts
- [Treasure 'n Trio: Tri-Trailer]47 days ago
- [The Skeleton Trio & Miscellaneous]64 days ago
- [Preparing for Steam Next Fest]Feb 21, 2025
- [Mine Preview]Jan 24, 2025
- [Goblin Miners]Jan 10, 2025
- [Demo 1.5.3 Patch]Jan 03, 2025
- [Ka-Boom]Jan 03, 2025
- [Only 2 More To Go...]Dec 28, 2024
- [Demo 1.5.2 Patch]Dec 27, 2024
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