Devlog

TREASURE!

Mine in the right order.

24 posts, newest first

TREASURE!, and the games play on luvzillagames.com

  • TREASURE! joins the games: a card on the home page, an entry on /games/ with its title art, and its own devlog feed. It's a puzzle game about sending color-coded imps into a quarry in the right order.
  • The game demos now live on luvzillagames.com, the games' own site. Every Play link points there, and the old neptunevibes.com/demo/ addresses for CHEF!, GENERAL!, RISEN! and ZEKE! forward to the new ones, so a link shared yesterday still works.
  • The tool demos stay here, now with link previews that show a picture when shared, and the build reads every image and sound a demo ships for hidden details before it goes out, not only its text.
TREASURE!, and the games play on luvzillagames.com, screenshot

Also in: TREASURE!

Play the games here, and TREASURE! joins the devlog

  • The playable demos of CHEF!, GENERAL!, RISEN! and ZEKE! now live on this site, at luvzillagames.com/demo/chef/, /demo/general/, /demo/risen/ and /demo/zeke/. They moved here from neptunevibes.com, which links to them. Each is the game's own public web build, copied in as it is.
  • Before a demo goes out, the same checks that guard the devlog read every file it ships, images and sound included, and also look for real email addresses, file paths from the studio's computers and links that only work from the site's root.
  • TREASURE!, the studio's puzzle game about imps mining a quarry, has its own feed, logo and its first 22 posts.

Also in: CHEF! GENERAL! RISEN! ZEKE! TREASURE!

Gems inside the chest, colored crates, ten final colors

  • The gems you mine now pile up inside the chest, behind its front wall, with its lid standing open. There's no gold in it, only the real gems.
  • Crates are dark wood in their group's color with dull black riveted trim. They tumble end over end down the hill, and land with their door thrown open across the whole north side.
  • Colors 7–10 are the Art Director's set (pink, cyan, lime, white), picked so all ten stay apart even when covered.
  • On smaller quarries the crates and waiting spots are bigger, easier to tap.
Gems inside the chest, colored crates, ten final colors, screenshot

Big quarries with ten colors

  • Levels 6–12 are new and much bigger: from 14×16 up to 32×28 (896 tiles), with six colors growing to ten. The last four are Expert: random tapping essentially never wins.
  • Every level is still proven winnable. The big ones ship with a winning line the checker replays, and their difficulty is measured by playing hundreds of random and greedy games.
  • On big quarries the tiles shrink to small flat squares so the whole board fits, while the crates, waiting spots and chest keep their own size.
Big quarries with ten colors, screenshot

Crates on a hill, kicked down to crash open

  • The lanes of crates sit on a little hill above the waiting spots, and every crate has an imp of its color leaning on it, idling.
  • Tapping a lane: the front crate's imp shoves it with its back, levers it with a shovel or kicks it (one at random). The crate tumbles down the hill onto a waiting spot and lands with a puff of dust, and its door opens.
  • The imps climb out of the crate itself, hidden by it until they're past its open edge.
  • Stand-in drawings: the real leaning, kicking and rolling art is being made. The first crate sounds are in: a scrape, a shovel or a kick as the crate goes, and a crash as it lands.
Crates on a hill, kicked down to crash open, screenshot

A slower game, and a chest that fills with what you mine

  • Everything moves at about two thirds of its old speed: walking, swinging, gems flying and crates.
  • The treasure chest sits at the top of the playfield instead of beside the quarry, so the quarry gets the full width.
  • The chest fills with the gems you actually mine, in their colors, row by row from the front, and is full exactly when the quarry is empty. The gold heap is gone.
A slower game, and a chest that fills with what you mine, screenshot

An overhead chest and wooden crates

  • The treasure chest is seen from above now, like the quarry. Its pile of gems spreads across the floor as you mine, and the gems you mined land all over it.
  • The crates are drawn wooden boxes seen from above, in their group's color, with the count on the lid. Both are stand-ins: a chest with a lid standing open behind it, and a more dungeon-like crate, are on the way.
  • Controls now work like the studio's other games: the debug overlay is on the key (or ?debug` in the address), and the sound setting is kept the same way in every game.
An overhead chest and wooden crates, screenshot

One exit hole, and overhead crates

  • There is one exit hole now, in the middle of the dirt strip under the quarry, and every imp walks back to it after mining.
  • The crates of imps are seen from above like the tiles: rounded blocks with their count in big white numbers on the lid, all the same size in a lane. They're still placeholders until the crate art arrives.
One exit hole, and overhead crates, screenshot

Drawn imps from behind, the treasure chest and exit holes

  • Imps marching in and swinging are now the drawn GemScape imp from behind. They walk in four steps, ready the pickaxe, and swing it in three frames: wind-up, strike, recoil. The pickaxe stays in their hands and comes down on the side they lean, and they turn to face whichever side their tile is on.
  • The treasure chest is the real art, filling in six stages as the quarry empties, with the gems you mined resting on the heap.
  • The exit holes are drawn holes in the dirt strip.
  • Every piece of art is now in except the crates, which are still placeholders.
Drawn imps from behind, the treasure chest and exit holes, screenshot

One big map, and crates of imps

  • The quarry, the chest, the waiting spots and the lanes are now one dirt map. It grows to fill the window while staying a portrait shape: on a desktop the tiles grow to about twice their old size.
  • Each group of imps is a colored crate with its count on the lid. Lanes are columns of crates.
  • Tapping a lane slides its front crate onto a free waiting spot. The door on its side swings open and the imps that can mine march out. An empty crate goes away; one with imps left keeps its spot.
  • Waiting crates hold their spot instead of shuffling along. When tiles open up, every crate that can reach one opens at the same moment.
One big map, and crates of imps, screenshot

Five stuck slots lose, and lanes in single file

  • The level is lost as soon as all 5 slots are full of imps that can't mine anything, even if a lane could still send a group that would.
  • Each lane lists its groups in single file, one per row, top group first and largest.
  • All 12 levels are re-proven under the stricter rule. The slots tutorial (level 3) has new lanes so it stays a gentle lesson, and its tip now says how you lose.
Five stuck slots lose, and lanes in single file, screenshot

A treasure chest, gem bursts and exit holes

  • A treasure chest stands to the left of the quarry and fills as you mine: a quarter, half, three quarters, full, and overflowing when you win.
  • Each broken tile bursts into five little gems of its color that arc across into the chest and pile up on its heap. The imps don't carry sacks any more.
  • After mining, imps walk back down to a hole in the ground at their lane's spot and drop out of sight. Waiting imps in the lanes and slots now face away from you.
  • The chest and holes are placeholder drawings until their art arrives.
A treasure chest, gem bursts and exit holes, screenshot

Waiting imps always hold a slot, and slots empty together

  • Waiting imps always take a slot. Before, tapping quickly could send groups after tiles that were still being mined, and they stood around outside the slots in an invisible queue.
  • A tile an imp is already mining counts as taken. Imps of that color with nothing else to reach wait in a slot.
  • When the mining stops, every waiting group with a tile to reach leaves its slot at the same moment, instead of one slot after another from left to right.
  • The levels got harder under the stricter rule. All 12 are still proven winnable, and the order was adjusted so difficulty still rises.
Waiting imps always hold a slot, and slots empty together, screenshot
(a small test quarry)

Big groups, bigger quarries, twelve new levels

  • All 12 levels are new. Imps come in groups of 5 to 30 instead of 1 to 8, and the largest quarries are 10×14 (140 tiles), up from 8×10. Sending a big group of a buried color too early leaves it stuck in a slot, so the order you tap in matters more than speed.
  • The levels ramp from three tutorials through Easy, Medium and Hard to two Expert finales, where random tapping almost never wins. The solver proves every one can be won.
  • The lanes show the groups behind the front one two to a row, so a long lane fits on a phone, and the top bar fits on one line.
  • Covered tiles are darkened but keep their full color, so purple and blue (the closest pair) stay easier to tell apart.
Big groups, bigger quarries, twelve new levels, screenshotBig groups, bigger quarries, twelve new levels, screenshot

GemScape art for the quarry

  • The quarry's first real art, in the GemScape style: crystal tiles that crack after the first and second pickaxe hits, dug-out pits where tiles were mined, and a dirt strip the imps walk in on.
  • One tile drawing serves every color. The game colors a gray layer under an outline layer, so later levels can add colors without new art.
  • The pickaxe, the jewels and the sack (empty, then filling with each jewel) are drawn art now too. The imps are still placeholders until their art is approved.
GemScape art for the quarry, screenshotGemScape art for the quarry, screenshot

First sounds

  • Pickaxes clink on every swing, tiles shatter on the third, gems jingle into the sack, a fanfare plays when the quarry is cleared, and light music loops underneath. These are the Owner's picks from the Audio Manager.
  • Imps squeak when you send them, plop into a waiting slot, and patter as they march. A soft bell warns when only one slot is left, and a sad tune plays when you're stuck (added 2026-10-08).
  • A Sound button (or M) turns sound and music off, and the game remembers the choice.
  • A Credits section under the game names the sounds' authors, as their licences require.
First sounds, screenshot

Imp groups, bigger quarries, imps seen from behind

  • Imps now come in numbered groups. Tapping a lane sends its top group, and every imp in it with a tile to mine marches out at once. The rest wait together in one slot that shows how many are left.
  • Each lane is a single column, top group first, so it's clear who goes next.
  • Quarries grew from 30 tiles to as many as 80, and the cells shrink to fit a phone screen.
  • Imps are seen from behind as they march in and swing, then turn to face you and leave with their sacks. Waiting imps walk out of their slot instead of popping up from the ground.
  • Tiles are crystal ore and break into cut jewels, after the Art Director's style reference. The color symbols are gone at the Owner's request, since later levels will have more colors than shapes.
Imp groups, bigger quarries, imps seen from behind, screenshotImp groups, bigger quarries, imps seen from behind, screenshot

Imps mine every tile

  • The goal changed after the Owner played the first pilot: mine every tile, not dig to a chest. The quarry is now seen from above, with open ground along the bottom where the imps walk in.
  • Each imp marches in from its lane's spot (lane 1 from the left, lane 2 from the middle, lane 3 from the right) to the nearest tile of its color it can reach, swings its pickaxe three times, and the tile cracks, breaks into gems and goes into the imp's sack. Imps from different taps work at the same time, and waiting imps walk out from their slots when their color opens up.
  • Placeholder imps drawn in code: little horned, grinning miners with pickaxes, each with its color's symbol on its belly.
  • The lanes now hold exactly one imp per tile, so the only way to lose is to jam the 5 slots. 12 new levels, from three tutorials to an Expert finale, all proven winnable by the solver.
Imps mine every tile, screenshotImps mine every tile, screenshot

Pilot: the core rules, a solver and 12 proven levels

  • A playable throwaway prototype of the core rules, with placeholder shapes: tap a lane to send its front imp, which digs the highest exposed block of its color. An imp with nothing to dig waits in one of 5 slots and digs by itself once its color is exposed. Dig out the chest to win. Fill every slot with imps that can't dig and you're stuck. Every color also has its own symbol.
  • A solver that plays every possible line of a level through the game's own rules module, saves a winning line as proof, and measures the level: how often random play wins, whether a "dig anything you can" player wins, trap depth, choke points, slots needed and length.
  • 12 levels, from three hand-made tutorials to an Expert finale whose winning line needs all 5 slots at once. A check re-solves all 12 in under a second and fails if any level stops being winnable or its numbers drift from the rules.
  • The GIF shows level 3: two imps wait, a yellow dig sets off a chain that frees them, and the last blue imp digs out the chest.
Pilot: the core rules, a solver and 12 proven levels, screenshot