I’m going to share a short story, bear with me!
Rewind to November 2013.
So, pictured above: That’s the original Trestle mockup. I asked myself “what can I do with a grid-based action game, and can I cram it into a Game Boy style?”
After prototyping the concept the answers turned out to be “I can do a lot with a grid-based action game, and the Game Boy style doesn’t do it justice.”
From there, trestle turned into a flash game I meant to finish before the end of ‘13. At some point- I think I did it just for fun- I threw the prototype on an iPhone/ iPad and it ended up being really fun. At the same time, I found that I could keep exploring the base mechanic of the prototype deeper and deeper.
This was turning into more than a flash game.
Fast-forward to right freaking now.
Trestle has become Sets and Settings’ main project. It will be our first commercial multi-platform title. There have been articles, fan art, and of course the Indie MEGABOOTH reached out to us to get the game exposed at GDC. It’s been an amazing ride so far and we’ve still got our foot on the gas, never letting up.
With the attention, we’ve also started seeing more negative responses, largely from people who seem upset or concerned about the MMBN connection. So I wanted to take a moment to say this, and I’m going to make it look all fancy because it’s important:
Trestle started as a mash-up of Super Crate Box and MMBN but that’s not where it ends.
Every day, I work on this project. I bust my ass making Trestle. I would feel like a complete bastard if I was putting all this effort into a rip-off or clone or whatever. With every new feature, with every new build, Trestle removes itself a little further from its starting point.
It is very much its own game.
There’s a whole bunch of stuff I’m not revealing until GDC, so for now these words remain just words, but I want to be clear on this: We are aware and grateful to have the voice that we do, and we want to use it in a positive way.