Stars, blobs and shards: the three kinds of shape
October 5, 2026
Every shape in a run is generated from the run's id, but all of them belong to one of three families. Knowing which one you are holding tells you what to fix first.
Stars
Four to six points, with one spike noticeably longer than the rest. That long spike exists so there is exactly one correct rotation: line it up with the outline's long spike first and the rest of the star follows. Stars are the most forgiving family for size, because the points make a size error obvious, and the least forgiving for rotation, where a degree off leaves every point sticking out.
Blobs
Six to nine rounded vertices and no obvious landmark. Blobs are where runs go to die, because a blob that is slightly too big looks the same as a blob that is slightly off-centre. Fix size first by finding the widest part of the outline and matching its width, then slide. If the match sits at 99.5 and will not move, the error is almost always rotation by a degree, not position.
Shards
Three to five sharp vertices. Shards snap easily once the rotation is right, because their long straight edges make a tilt visible across the whole side. Match one long edge of the outline, then the vertex opposite it. Shards are the family to chase a perfect on, since their final nudge is usually a single tick.
The same drill for all three
Rotation, then size, then position, and in fine mode let the lens tell you which corner is still off. More on that in the precision tips.