CLUCK.DEV

a one-chicken news agency
devlog channel · issue #14
hot off the wire · devlog · genre: crossy-like

THE CHICKEN MUST CROSS THE ROAD.
WE'RE FINDING OUT WHY

This is the devlog of CROSSING — an indie arcade game in the spirit of Crossy Road, where a chicken hops across highways, rails and rivers while we hop across bugs, deadlines and our own decisions. The chronicle below is exactly how we kept it in the channel: wires, briefs and numbers.

fig. 1 — the scene of events. the chicken (bottom right) lines up its first hop

February 12
CLUCK.DEV
post #1 · desk: the idea
pinned

Why would a chicken cross the road? We decided to test instead of answering

The classic question of philosophy has no answer, so we are turning it into a game. The genre formula has been known since Frogger and polished to a shine by Crossy Road: one hop — one point, one mistake — one restart. An endless procedural highway, a game over in two seconds, a new run in one.

Why it works: the loop is so short your brain has no time to hold a grudge. You are already pressing "again" while the chicken is still mid-tumble.

March 1
CLUCK.DEV
post #2 · desk: prototype

A weekend prototype: a grid, a hop and the first game over

The whole world is a grid. The chicken lives in cells, cars live in lanes, and all movement is a lerp from cell to cell in 0.12 seconds. No physics: the hop is an animation, a collision is a comparison of two numbers.

The main lesson of the weekend: the camera matters more than the chicken. It rolls forward on its own and gently nudges the player — stand still for more than five seconds and the edge of the screen catches up with you. Without it, the game turned into a waiting simulator.

y+2y+1y0
fig. 2 — the entire game: cells, a lane with a car and one hop up
March 19
CLUCK.DEV
post #3 · desk: bugs
breaking

The chicken kept losing to thin air. Culprit found: it was us

Testers complained: "the car is still far away and my run is already over". We checked — the car's hitbox was 30% wider than the car itself. Technically fair, in practice — plain rude.

The rule we came up with and taped to the wall: the enemy hitbox is smaller than the sprite, the player hitbox is smaller than the enemy's. The player should sometimes get away with a hop they shouldn't have. They will file it under their own skill, not our trickery — and that is the right kind of accounting.

April 7
CLUCK.DEV
post #4 · desk: art

Pixels vs voxels: we cast our heroine like a movie role

Crossy Road is built from voxels, and the temptation to copy that was strong. But voxels demand a 3D pipeline, and there are two of us — one of whom is a programmer who draws. Pixel art forgives everything: 14×14 pixels, eight colors, one hour of work — and the chicken already has a personality.

fig. 3 — Clara, 14×14 px. comb — 2 pixels, charisma — off the scale

A side effect: skins became cheap to produce. A duck is a repainted chicken. A penguin is a duck in a tuxedo. The skin roadmap wrote itself.

May 26
CLUCK.DEV
post #5 · desk: sound

We recorded a real chicken. The chicken had no idea

Stock "clucks" sounded like plastic. So we drove out to a grandmother's farm, set a recorder by the coop and came back with 40 minutes of material, of which six seconds turned out usable. Enough: a hop, a startle, a triumph, and that exact sound for when everything goes sideways.

The hop sound is a "cluck" trimmed to 90 milliseconds and pitched up three semitones. Playtesters called it "pleasant for some reason". Filed under achievements.

June 30
CLUCK.DEV
post #6 · desk: playtest
field report

Closed playtest results: 4,812 game overs, zero regrets

One week, 120 players, honest metrics. Average session — 9 minutes, average run — 23 hops, the record — 214. But the main thing is what ends the chicken's run:

fig. 4 — causes of game over, n = 4,812. the eagle tries hard, but the truck is unbeatable

Takeaway of the week: players do not read tutorials, but they read traffic perfectly. The tutorial moved from text into the first safe lane — now everyone completes it without ever noticing.

July 14 — today
CLUCK.DEV
post #7 · desk: release
urgent

Release date is set. The chicken hits the road this fall

CROSSING launches in September: mobile platforms, free to play, monetization — skins only, bought with honestly earned coins. No timers, no energy meters, no "watch an ad for an extra run". The chicken restarts with dignity.

Coming up in the channel: a week of optimizing for older phones, the penguin casting call, and a report from the first build that did not fall over. Stay on the line.

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