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Cloud Catcher

A single rain cloud drifts across a small sky, and the only thing you control is which way the wind is blowing. Push it over a dry farm plot and hold it there long enough to fill the plot with rain — then move on to the next one, working around the odd floating rock or barn roof that gets in the way.

There's no clock and no way to fail outright. Cloud Catcher is a calm, unhurried navigation puzzle: figure out a route that visits every plot, and take as long as you need to fly it.


How to Play


About This Game

Cloud Catcher only asks you to think about one thing at a time: where is the cloud headed right now. There's no inventory, no combo counter, no score to chase — just a small field, a few dry plots, and a handful of obstacles that turn a straight line into a short detour. The satisfaction comes from watching a plot slowly turn from dry brown to lush green while the cloud sits patiently overhead.

Because the wind only changes when you tell it to, the cloud's whole path across a stage is really a sequence of straight-line decisions — go this way until it's time to turn, then turn. That's easy to plan a step ahead and genuinely satisfying to execute cleanly.


Why We Built It

Most of the arcade games on this site ask for reflexes or memory under pressure. We wanted one that asked for neither — a game you could play one-handed, at any pace, and still feel a sense of progress from. Wind-controlled movement fit that goal well: it's a familiar idea (you can't push a cloud directly, only redirect the air around it) that translates into dead-simple controls without needing a tutorial.

The obstacle placement is what keeps early stages from feeling like busywork. A single plot with a clear path is barely a puzzle; a plot tucked behind a floating rock, reachable only by looping up and over, asks you to actually plan a route instead of just holding one direction.


How It Works

The cloud has a constant speed and a current wind vector; every frame it moves along that vector until it hits the edge of the sky or the edge of an obstacle, at which point it simply stops advancing in the blocked direction rather than bouncing or sliding. A plot fills whenever the cloud's horizontal position overlaps the plot's column, regardless of exact altitude — so height only matters for going around obstacles, not for the watering itself, which keeps the aiming forgiving.

Plot progress never drains once gained, even if the cloud drifts away before the plot is fully green — so partial credit is always kept, and a stage is complete the instant every plot has been filled at any point during the run, whether or not the cloud is still sitting over it.


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