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(+1)

Glad you enjoyed it and thanks for the detailed feedback!

For the controls, You can actually use C and X instead of Z and X to switch the order of the buttons (and X==V). I liked your idea of having swapping vertically and rotating with left/right at the same time, but I think it might get annoying to unselect (or put away) a piece. Maybe using X+Z to automatically unselect it or mess with the storage order. I’ll need to test it a bit before adding it to an update.

The progress should be saving when the level is done. I tested it 3 times on the browser (firefox + windows) and once with the downloaded version and it seems to work fine. This could somehow be pico-8 itself not properly storing the save when the save data is updated. It’s programmed to update the save data right after it detects a finished level and there’s no calls that clears a level’s completed status. (except save clearing, which is only on the main menu and requires pressing it 5-ish times)

I don’t think it’s possible to prevent key-repeating per button, not without some code that won’t fit into this game due to pico-8’s limitations. I’ve had both people who wanted repeating keys to be on or off (turned them on in version 1.1) I might try to squeeze in an option though.

There’s probably a lot I would do for this game if I had more tokens (though it would have made Infinimoes be in development for MUCH longer).

Unfortunately I don’t know what would cause the audio not to work. There is a sound button on the right that could be muting it (I think the sound settings are shared between most pico-8 projects).

Your game, Sticky Chunks, is pretty neat (even if I’ve lost interest in games revolving around highscores over the years). though I noticed the version that I could play was different from the one in the video (that looked like it was the pico8 version).

(2 edits) (+1)

thanks for the detailed response. You might be right about the save - it’s possible I never actually locked in the last piece on the level that I had to replay. 

It might be interesting to be able to shelve pieces by dropping them outside the puzzle but I assume that’s not compatible with larger puzzle sizes. 

the one-cart pico-8 web build for my game is here: https://stickychunks.fun/classic/

it’s more complete than the rewrite in progress but I got tired of dealing with token limits, gzip limits, controls limitations and such so I started from scratch in Raylib & C++. I’m in a similar boat where pico-8 limitations forced me to finish the game sooner and now that I’m unchained I am spending forever on polishing this new version.