About Treasure Conveyor
Carrying three things is the whole constraint
Gold goes to the left chute. Crystals go to the right. Cursed relics go down the centre grate. Deliver an item to the correct chute and it pays in full; deliver it to the wrong one and it pays nothing, costs sixty points and breaks the combo.
Because you can only hold three, every pickup is also a decision about what you are not going to be able to take in the next ten seconds. A crystal appears on the top belt while you are carrying two gold items beside the left chute: is it worth crossing for, is there room, and will the belt have carried it past by the time you arrive?
That is a small, continuous logistics problem rather than a reaction test, which is why it sits in the collection category rather than the reflex one.
Cursed relics and their tell
Cursed relics look like treasure, ride the same belts and are marked only by a slow violet pulse. They are the pressure in the game.
Picking one up fills a carry slot with something that has to be walked to the centre grate, which costs the time you were going to spend on something else. Grating one pays forty points - enough that it is not simply a punishment, but far less than the crystal you did not have room for.
The pulse is slow on purpose: fast enough to be fair, slow enough that a glance can miss it. Slowing down to check is itself a cost.
Belts, and reading four speeds at once
The four belts run at 120, 165, 205 and 250 pixels a second, alternating direction. The tread marks animate with the belt, so speed and direction are legible without reading a label, and an arrow at each end confirms it.
As the run goes on every belt speeds up together, up to about 1.9 times. Nothing else changes: the difficulty is entirely that the window to reach an item keeps shrinking.
Every correct delivery adds 0.8 seconds to the clock, so a good run extends itself. The clock is the only thing that ends a run, and a player who sorts accurately can keep going for a long time.
How to play
- Press Space, Enter or tap to start.
- Move with WASD, the arrows, or by dragging anywhere.
- Press Space near an item on a belt to take it. You can carry three.
- Stand in the left chute for gold, the right for crystals, the centre grate for cursed relics.
- Delivering to the wrong chute pays nothing and costs sixty points.
- Every correct delivery adds 0.8 seconds to the clock.
Controls
| Where | What to do |
|---|---|
| Keyboard - move | WASD or the arrow keys |
| Keyboard - take / deliver | Space |
| Touch - move | Drag anywhere away from the knight |
| Touch - take / deliver | Tap near the knight, or the Cast button |
| Keyboard - pause | Escape or P |
Scoring
These are the point values this game awards, before the combo multiplier is applied where it uses one. Hit quality changes the figure: a strike at the centre of the correct moment is worth substantially more than one at the edge of it.
Tips
- Deciding what not to pick up is most of this game. Three slots is fewer than it sounds.
- Cursed relics pulse violet slowly. If you are not sure, you probably should not take it.
- Fill a hand with one kind where you can - a trip with three golds is a trip, not three.
- Every correct delivery buys nearly a second. Accuracy extends the run more than speed does.
- The belts alternate direction. Approach an item from the side it is coming from.
- A chest is worth 25 coins. It is worth crossing the vault for.
Common mistakes
- Grabbing everything within reach and then standing in a chute with a mixed hand.
- Walking past the grate with a cursed relic because the gold chute was closer.
- Chasing an item on the fastest belt from the wrong end.
- Taking a third item when a delivery was one step away.
- Treating the clock as fixed - it grows with every correct delivery.
Features
- Four belts at different speeds and directions, with animated treads showing both.
- A three-item carry limit that turns every pickup into a planning decision.
- Three destinations, with wrong deliveries costing points and the combo.
- Cursed relics with a deliberately slow tell.
- A clock extended by correct deliveries, so accuracy lengthens the run.
- Personal best score, items sorted and misdeliveries stored locally.