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Jerry Vishnevsky

A member registered Nov 16, 2015 · View creator page →

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Now that's what you call character-driven. I loved all the little details that brought these fellows to life! One can really feel the camaraderie floating around the Club, and the personal stories are unravelled bit by bit as you watch the racers mumble and react to each other's performance. Just enough is revealed in dialogue and told by expressive animations to make one really engrossed and imagining. I felt positively accepted by each of the characters, and willing to drift off into the sunset with them all: the motherly warmth of Rowan Berry, the hillbilly friendliness of Honey Ginger, the steadfast 'tude of Sea Buckthorn, the chillside assurance of Elder Flower and my beautiful, huggable friend, Dandelion.

I was quite enamoured by small things like accidental flocks of birds flying high in the sky, the cars honking to get you out of their way, and characters revealing their opinions on each other and Rose, whose bouncy scarf and shadow on the ground is but all we see.

The way dialogues work has actually taught me a few things and answered some design questions I've been pondering about with my own hypothetical games, so thank you for that!

And of course, the soundscape is up the right alley with Yaffle's trademark dreamy sensibility that brings the picture to wholesomeness.

What a heartfelt release. Mornings don't get any better than this.

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My bichette's countryside house has a bog nearby where we went bugchasing as kids. I feel like it needs an offering or two for all we've received — from it, and in general. The Quagmire Consortium would be pleased (it if actually exists, that is).
However I couldn't withstand the wormblet. Figured our minds need a place to be as we get stuck in day-to-day lives. We hope we can find an artificer willing to go through the complex atmosphere invocation procedure to resupply the wormblet's worth of nutrients for some more years, when the time comes.
Speaking of it, I was looking up to the Dépanneur's clock, but I was told it better be left unsold. Reasons unclear. An acknowledged mystic could say the cadence of its ticks have come into resonance with the place so strong they became one.
Well, you can't buy time anyway. Even if one could, I wouldn't afford it. Besides that, I was hazy and unable to tell if I left my porte-monnaie home, had to scrape some rounders up from the shelves as I went. Luckily they support the new-fangled L-System.
In spite of that, I had a great time in Dépanneur Nocturne. We chatted with the owner quite a bit. We like the same cooking show on the radio.
Looking forward to coming there again with my bichette. Maybe they shouldn't open the street after all — I won't like to see the place populated.

Ha-ha, this is wonderful!.. I'm really taken aback by somebody finally putting this concept to life as a game. It feels like a ghost of the distant past suddenly taking form, because I forgot how often I used to do this exact thing on my trips. I imagined Sonic usually, making up my weird systems of stunts and combos and interpreting various pieces of scenery as rails, springs, power-ups, collectibles and such. Also using the finger walker dude thing to represent the character physically and imagining the car window being the computer screen. Maybe I even drew the UI on the glass. Anyway, great throwback! Glad I'm not the only one. Thank you!

Well, this was all manners of incredible. I love how something stands out in pretty much all aspects — dynamic changes in music (and three different motifs for the rats), the subtle nods to various RPGs (Final Fantasy, Shining Force, what else?), creative use of traditional mechanics, crispy pixel fonts, deep sound effects, witty writing, the birth of sacred out of mundane (thank you for rewarding my rebellious itch with that helmet), how even the passing detail of wall scribbles tells a foreboding story (gotta give Stilton credit, his Cool S also made me giggle)... Not even mentioning the overall aesthetic of mice battling it out for their lives against the divine. Unavoidably reminds me of Brian Jacques' Redwall and David Petersen's Mouse Guard—some things this world has nearly not enough appreciation for.

This small thing is no little. I am happy to discover this and wish you the best of success on this journey!

A wonderful self-contained vignette, small but detailed enough to inspire awe. Atmospheric soundtracks are always appreciated! I'm surprised by what people make with these code hacks. Thank you!

Absolutely stunning use of Bitsy graphics. I have no idea how you did these transition effects, but they're suitably bewitching to this unfortunate account! I hope your curse gets lifted sooner than later. Please apply cucumber as needed.

Thank you for the nimble fixes!..

Safe travels, friends.

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Another thing I can attest to, possibly related—when scrolling through headers with ⌘[ or ⌘], the newly highlighted headers sometimes appear off-screen, above the upper border. This doesn't happen by default, but seems to be triggered in full-screen only, by scrolling through particularly long patches of text within one header (more than one screen worth of lines)?

Also I found the new arrow-key scrolling behaviour (centering cursor in the middle) kinda jumpy and hard to follow, if I may express that opinion. ^_^

Left community · Created a new topic A bit of random bugs

Good [timestamp].

Loving your wonderfully handcrafted piece of software, as always! Thought I'd drop some lines on the latest version of Left—some minor things I noticed. Hopefully that will be of help and will not burden you too much!

To get specs out of the way: Left v1.8.7, Mac OS X Yosemite 10.10.5, MacBook Pro (Retina, Mid 2012). Let's go:

1. Performing the Hide command (⌘H) in full-screen mode leaves one with a black screen, the only way to restore it being to switch to another screen (Ctrl–←, no pun intended) and click at the app in the Dock. I'd suggest ⌘H to leave full-screen and minimize the window. I discovered this while using the Insert Header feature (⌘I, H), but sometimes I play the chord too quickly and hit H before I, so originally I thought it was a parsing-induced crash.

2. Selecting the entire file (⌘A) seems to always bring the percentage in the status line a tad over 100%; selecting multiple words or lines of text sends it into exorbitant amounts of thousands. Should the percentage be displayed during selection anyway?

3. The Find and Replace functions ignore the first line of the file (not seeing words in it); Goto ignores the first paragraph (typing «1» sends you to the second, «0» is not parsed).  Weirdly specific little thing: if currently highlighted text starts with three non-space characters, then as soon as you type these three in the «find» prompt, it stops, highlighting said three characters only (possibly intended?).

4. The Documentation command (⌘⎋) has ceased to do anything.

5. Text selection sometimes spawns these remnant monoliths at the margins, which blink in unison with the cursor if they choose to, and may or may not be simple to remove. I, for one, welcome their presence.

As you can see, none of these are particularly game-breaking, but I'm here to report anyway.


A very nice vignette! Spent at least a half of an hour on it until I beat it (assuming falling to the left of the wall at the cloudy top counts?)—some parts were quite a struggle and honestly annoyed me a bit, but overall I enjoyed the soothing nightly vibe. I found the mechanics interesting, but they took quite a while to get confident in reproducing, as the exact control scheme behind them is not really apparent. I think that with some mechanical elaboration and more levels this could become a crisp speedrunning game, especially for tight jump enthusiasts—just adding a little non-threatening clock to the game as it is (displayed on second playthrough?) would be sufficient. I found the rhythm of racing through it with a mix of quick long-jumps and small positioning jumps alluring somehow. Glad I went by! Cheers.

Thank you!.. The exploration side was my focus — I'm happy to hear you found it interesting. One of the five endings is incredibly obscure and can only be found through glitch abuse... The others are more accessible!