Sticky Chunks dev log
Each build linked on this page is an archived build from that exact date! Consider this page your opportunity to spelunk through Chunks History (spelchunk?). Observe the slow march of game development through many small iterative changes. I may also write random articles and thoughts as they occur to me.
If you would like to be notified of updates and articles such as those you see below, consider joining Chunks Club.
Older versions
I've written up bits and pieces of this history and maybe at some point I will document them publicly here. There were various reboots and false starts that resulted in nearly three years between the first complete Pico-8 prototype and the first playable modernized version. Fortunately a lot of that work ended up being useful.
The finished Pico-8 build is still playable here.
Sticky Chunks 2024-01-21 — Play it
This is not the first fully playable version I uploaded for playtesting. It is the first build I personally played for an extended period, due to lack of motivation to work on it, but a strong desire to play it. It is also the first build from the time when I started archiving old builds. It has four control schemes, fancy shaders and various unnecessary UI niceties.
Compared to the pico-8 version, GBA version, other prototypes and false starts, and other early unreleased alphas, this version uses a smaller grid — 8x8 instead of 9x9. This appears to improve the pacing a fair amount. It also makes the game easier to use on a touch screen due to the buttons being a bit larger.
Since it's the first build I'm listing here I haven't bothered listing its change notes. Doing so would amount to summarizing every single commit in the development of both the GBA version and this version — several months of occasional nights and weekends.
Sticky Chunks 2024-05-21 — Play it
My high score on this build: 447. I don't know how I did it, must have had some blessed luck.
The main issue I noticed watching playtesters play earlier builds was that players would drag chunks into position and then would not tap the chunk to lock in their placement. I had designed it to require this lock-in tap in order to prevent accidental placement.
After a long time thinking on the problem I realized instead of a tap outside the chunk resulting in a cancel and attempted grab, I could make such taps attempt a placement (which if failed will naturally cancel) and then a potential grab at the tapped location. This would perfectly reflect the touch inputs players were already performing. It took a good amount of adjustment for me to play this way and I found myself wishing for a cancel button — which I will eventually add — but I think the game needed it.
- ⭐️ Tapping anywhere while a chunk is held by the cursor will attempt to drop that chunk wherever it is positioned.
- ⭐️ Increased number of chunks in Hand from 3 to 4. Reduced the size of the chunks in the hand accordingly.
- ⭐️ Added a preview of the shapes and colors of the next 8 upcoming chunks in the draw pile. In my experience playing Sticky Chunks, hiding information makes players more dependent on luck. I wanted to increase the skill factor which means giving more information with which to form strategies.
- Removed instances of the "i" pentomino from the draw pile, since it is too long to fit inside the reduced-size Hand tiles.
- Improved behavior of Hand tiles so they hide their chunk when the cursor is holding it, to reduce confusion.
- Fixed various control and rendering bugs related to the increased hand size.
- Fixed a bug where an incorrect score differential can display near the cursor for one frame after rotating a chunk.
Known issues
- (Touch/Mouse) Dragging a chunk from your Hand after positioning another chunk from your hand may result in grabbing a different chunk than intended. This is the main issue I expected to hear about from this build.
- (Touch/Mouse) Dragging a chunk to the sell space requires a confirmation tap which might be flaky. This sell space is likely temporary.
Sticky Chunks 2024-05-27 — Play it
My high score on this build: 364. There shouldn't have been any changes that would affect scoring compared to the prior build.
This build fixes a rather annoying bug, but otherwise is focused mainly on presentation improvements.
- ⭐️ Fixed: (Touch/Mouse) Dragging a chunk from your Hand after positioning another chunk from your hand now always grabs the correct chunk.
- ⭐️ Added slide-into-place animations to all the chunk tiles in the draw pile and in the hand.
- ⭐️ Added a number indicating how many chunks remain in the draw pile.
- 💬 I'm testing out some different colors for chunks in the draw pile.
- Seeking feedback on whether this looks clear or if it just distracts compared to the prior build.
- Chunks in the draw pile are now fanned-out with a bit of overlap to better indicate their order.
Thoughts On the Inevitability of Tetris
There's this common thought experiment where people will sometimes claim that Tetris is such a likely game design discovery that an alien civilization would also invent Tetris, given enough time.
This idea vastly discounts the vastness of the design space of games involving moving and rotating chunks.
One should not underestimate the creative leap between playing with pentomino puzzles to designing one of the greatest arcade games of all time. The game may look like an inevitable discovery in retrospect due to its simplicity. The concepts of applying gravity and of clearing full lines are each deeply non-obvious.
In my notes app as of this writing I have about a thousand words of scattered thoughts and ideas about Sticky Chunks features, game variants and plans. In the "game variants" umbrella I have over 40 varied small and large changes to the format of Sticky Chunks. Some of these are minor rule changes, some describe completely different games. In fact, one of those completely different game concepts is the idea that inspired Sticky Chunks! I didn't even make the first idea I had.
A few randomly picked examples of complicated variants I have not explored:
- “Greedy Chunks” — Can only sell chunks that have value, cannot trash zero-value chunks.
- “Gluey Chunks” — Chunks cannot be moved once on the board.
- “Stompy Chunks” — Allow overlapping placement.
- “City Chunks” — Inspired by Pipe Dream. Roads are on top of chunks, connections form based on linked roads.
- “Heavy Chunks” — Sticky Chunks but with gravity pulling chunks to the bottom of the board.
- “Wonky Chunks” — focus on unwieldy pentomino shapes like F,X,W,Y,Z.
- "Roomy Chunks" / "Cozy Chunks" — Sticky Chunks played with a larger or smaller play area.
- "Honey Chunks" — Sticky Chunks played with hexagons instead of squares.
The many small and large mechanical changes one could be mixed and matched to transform Sticky Chunks into many different games. And these are all examples that don't drastically change Sticky Chunks's low-pressure pacing and mechanics.
There are surely hundreds of other games Alexey Pajitnov could have invented by taking inspiration from pentomino puzzles. This inevitability concept caught hold because the game seems obvious in retrospect. Tetris required someone with a deep interest in polyomino shapes to design it. Various constraints led Pajitnov to a simple and elegant design.
On the topic of constraints: I made Sticky Chunks because it was easier to make than the game I had in my head when I started.
Sticky Chunks 2024-06-04 — Play it
This build has lower scoring potential than recent builds because of a significant change to the chunk distribution. I believe my best score was 314. There are fewer chunks overall. You'll see fewer pentominos and more small shapes.
This build is focused on visual improvements. I've added three new lighting layers which should improve depth, dimension and physicality.
- ⭐️ New lighting effects! The board has a new shading layer, chunks cast soft ambient shadows, and chunks now have a faint color-tinted glow approximating light reflecting off of them and landing on the board.
- ✨❤️ Changed appearance of chunk color 1 in classic color scheme to use hearts instead of sparkles.
- 🔢 Chunk distribution adjustments. Total chunk count reduced from 74 to 68.
- Monomino count increased from 3 to 5
- Domino count increased from 2 to 5
- Tromino count increased from 2x2 to 5x2
- Tetromino count remains at 2x7
- Pentomino count decreased from 3x17 to 2x17
- Fixed: Chunks in the Hand and the Draw Pile are now properly centered.
- Added slide-into-place animations to all the chunk tiles in the Draw Pile and in the Hand.
- Reverted an earlier change which darkened the appearance of chunks in the Draw Pile.
- Added UI state visually indicating "cannot grab chunk from Hand due to invalid placement."
- Chunks in the Draw Pile now shift around to fill out the full horizontal space after grabbing a chunk from the Hand.
- Adjusted "remaining chunk count" display.
- Add favicons.
2024-11-24 — New Chunks Just Dropped
Sticky Chunks development has been rather stunted recently, but I have a good reason. I've been ramping up my Chunks 3D printing project to try and reach a point where you could have chunks of your very own.
Check it out. I made a whole dang web page and everything.
Buy some Chunks if you want.
I want you to buy some Chunks.
I've given their design a Tim level of stupid attention to detail, if that means anything to you.
Sticky Chunks 2024-12-16 — Play it
Since the last time I updated the devlog I made significant polish improvements across many builds which I'll summarize here:
- ⭐️🛠️ Added a toolbar to the bottom of the screen with buttons for touch- and mouse-friendly controls.
- ⭐️↔️ Added a new Flip button to mirror chunks when you happen to get a chunk of the wrong handed-ness.
- ⭐️🔈️ New sound design with mostly realistic sounds (recorded in my closet!) Make sure your phone isn't on silent!
- ⭐️🪙️ Added detailed coin physics.
- New coins fall in from the top of the screen instead of appearing instantly.
- Coins are jostled into the air by varying amounts when grabbing, dropping, rotating or flipping a chunk.
- 🔈️ Added many coin collision sound effects.
- ⭐️✨️ Add sparkle effect when cursor is holding a chunk in a position where dropping it will cause chunks to stick together.
- 🗜️ Reduced download size by compressing sprites, sound effects, and removing some of the unused resources.
- Added clamping behavior so chunks can't be positioned with parts outside the play area, even when flipping or rotating.
- Reimplemented the feature of the Pico-8 prototype where pressing the rotate button on controller/keyboard instantly jumped to the chunks in your hand.
- Removed the "Drag here to Sell" space, now that there is a sell button in the toolbar.
- ▶️ Added a "click to play" button on first load to work around some issues with acquiring an audio context. Audio should be enabled more reliably now.
Known issues
- Audio may become disabled on mobile after leaving the tab and returning, and will not return until the page is reloaded.