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RainfallOnTheTentStudio

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A member registered Mar 28, 2026 · View creator page →

Creator of

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Thanks!
Yeah, I do agree on all of your points ^^

I'm currently working on the animation so that, once a card is processed, you know right away what type of resource you gained.

Glad that you like the core concept and the visuals 💛💛💛

"Outer wild BUT with mushroom"

I know at least 3 friends who would buy this game, no question asked ^^

Amazing core loop; the clone concept is so nice, seeing yourself running around is funny and exciting 

I did manage to do a triple jump on my previous self while they where themself jumping, i do,n't if it was intended, but damn was soooooooo niceeeee

A really, really good Outer Wild like here, great job! 

If you ever remember what game it was, I would be curious to know ^^

So glad that the tutorial on the itch page helped you! I did try to make it as accessible and enjoyable as possible to compensate for the overwhelmingness of the game start.

Sorry for the bugs 🙏 Currently back on the game, and taking those one down ^^

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I'm so glad that you like the core concept of the game! 

The fact that you still enjoyed it despite the rough start and visual bugs is such a relief for me.

I was so scared to have no one who would give a shot to the game after the first bug, and I could not blame them. 

But to stay and find what the game is about does mean the world to me! 

And if anyone is reading this, go check their game, we have very similar concept, and they DO have a nice learning curve there ^^ 

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So sorry for the bugs; I might have been a bit overambitious here, so in the end I was not able to test enough..

Whoaaa that's an amazing compliment! Thank you ever so much 💛💛 

I think there is potential to do a full game here; I'm going to try a demo from here.

So that's so nice to know that there are players who could be into it ^^

Thanks! 

I'm so glad that you liked the balance. I did not have a lot of time before the publication to try to find a perfect one, so I did my best.  

And just so you know, I'm also the one doing the art ^^ (I'm assuming you thought I had a team since you said "you guys"? ^^)   

I seeeee,
My bad, didn't make the connection here ^^ 

You have a great way to introduce players to the game mechanics; that is a very nice invisible tutorial that you have built here. I'm impressed, and it is inspiring to see how it can be done.

Great use of the theme, and the music and deisgn feet it nicely. 

Congrats to all of the team!

I love as much as I hate those mice ^^

Running around from left to right and right to left is really stressful, and I like how the game puts more gradually on your shoulders; great level design here! 

I think i would have liked to know how many room/mission they were in total, because i was always trying the far-far-left and far-far-right buttons to see if i unlocked a new room, since the buttons were still there. But that's no big deal ^^

Congrats on your game! 

There is everything here to make a very nice game! It looks great, and with little gameplay, you did manage to set a nice vibe. Hope you will be able to work back on it and make the game you wanted to do!

The game is very generous on the speed it gives, and that's neat! 

That's what I'm looking for in this kind of game ^^

Love the boss design ^^ It seems like a guy in a costume of a big rock, and i like the mystery behind it ^^

You did put hit feedback on the boss, but not on the goons, which made it hard to see when we were hitting or not. 

Very neat animation of the boss by the way, very nicely done

Love the setup, a war of magicians, that's so epiccccccc ! 

Very creative proposition!

I think the UI/sprite animation of the enemies did lose me a bit; I wasn't sure if it was me who was attacking them, or them attacking me at some point. However, I really liked the fact that we could see the other towers in the background far away with the little point of view at the top of the tower; it did make the threat more tangible! 

Splendid colors! Definitely my kind of ambiance ^^ 

The art is wonderful, and I can't get enough of those cards; they all look so nice! 

Since I saw you were also planning to continue the game after the Jam, I think the game can be improved in the target-hitting feedback. It doesn't feel that satisfying to hit the enemies, since the sfx is a bit "light", and they do not react that much to our bullets; maybe having them fall back a few meters could make us feel the impact more for exemple?  

And adding some kind of "alarm, which indicates that the round is almost over (the screen gets red in the corner, or the music could accelerate even more).

Love the variety of cards+enemies by the way! 

Congrats on yourA game! 

I see ! I knew i was missing something! 
Going back to it right now with that in mind now, thanks ^^ 

The shop had a Paper Mario (the 2000's one) vibe! Love it and the seller's pixel art! 

It was very neat to run against ourselves; somehow, it seems that my first run is often better than my second one ^^

Nicely worked with the countdown constraint! 

Love the explosion feels when you get your enemies!

I did find it complicated to both shoot and look at your character. 

I was mostly aiming and moving randomly without looking where I was going; maybe it could be fun to have bonuses that could appear in the sand so that we have a reason to go in a certain direction and take risks.

Great use of the countdown constraint!

I died quite a few times on lv1 because I did not see that it was a moving platform ^^'

I think it's due to the fact their were no background and so I didn't realize i had to wait before jumping in the void.

The double jump and dashing feel good!

Like others, I felt a bit dizzy at some point with the moving camera ^^'

But it did not stop me from enjoying the game! 

I love this concept of preparing your strategy and seeing it unfold in front of your eyes. 

It makes it very cinematic!

I'm not sure why there is a 5sec clock between levels, though? I feel like it breaks the rhythm a bit between each one, but that's not that big of a deal ^^

Congrats on your game!

Amazing spin on the countdown constraint! 

You built on it in such an interesting way. It was a blast playing it! 

I just feel like it's missing a story behind it, not something big or anything, but maybe some kind of Portal vibe? 

To give us a purpose to go from one level to another.

But great proposition and perfectly done!

Creative, smart, original, stressful 

Wonderful work, wonderful really

You learn bit by bit; it's hard but rewarding. Very strong concept!  

Well done for this great, great game!

Great 3D! 

The remove key concept is very original and interesting, but it does feel like a "curse" design; games are when you begin to lose, then you lose even more ect. So it might be a bit too discouraging for new players. 

Great proposition! 

Whoa, the scream is a lotttttt ^^ That scared me so much the first time

I did not catch how we knew which enemies were going to attack; did I miss something? 

Great visual and vibe! It really did fit perfectly all together! 

That's so nice to be able to dash and then double jumb mid air, great game feels! 

It is tricky to master, though; as a noob on platformers, I guess I could have used some kind of visual preview of the movement we have next (like a straight line for the dash, ect..)

Very creative and in the theme game

Congrats on the team! 

Love the voice acting and narrative intro; it really puts you in a unique vibe from the START 

Great puzzle, and you really used the countdown mechanic wonderfully here! 

So creative, congrats!

Very well-made game! It is easy to navigate, and I especially love the step-by-step learning curve! I dit not do that in my own, and the result is that players who didn't read the tuto in the description were simply lost, so well done for your great no-tuto learning! Very inspiring and a good lesson in game design!

Unique style! At first, you think it's not going to be readable.

But actually, you don't find ways to highlight specific elements; that was quite impressive!
Well done on a very creative proposition ^^

You have down a abslolutely splendid game here!

The music fits so well with the soft, poetic environment

Good level design: by putting the fish on the right, you get our attention, we go take a look, and there is something behind them. Very well done ^^ 

Wonderful experience, thank you so much

Big fan of the ambiance! The old-tale vibe is very nice, and the music and visuals match so well!

It is true that the manipulation of cards is a bit tricky (I also did a deckbuilder, and at some point in LV2 your cards move away faster than your mouse, so I know the hustle ^^') 

But I really like the fighting animation; it made me think of Inscryption ^^ 

Congrats on your game!

How amazingly GOOD the animation is is absolutely crazy!

I felt like playing a Toy Story RPG ^^ 

And a very good use of the countdown theme!

Congrats!

Perfect, that's an automatic 5 out of 5 situation here 

That was cute, challenging, and accessible at the same time. Love the efficient but so nice dialogues, and loveeeeeeeee the Art. Especially the textures,, 

It really captured the children's book vibe you were looking for.

Great great work

4D is quite original, I must say! 

The main area for improvement to me, is the control of the snake; it feels a bit heavy.

Loved the colors and variety of each dimension by the way! 

Hey Cyan! I did come back and made the game from the start as I promised yesterday. 

I felt so bad about not finishing it.

Love the ending message; thanks for this lovely game

And I hope yesterday went well

With all my love

Rainfall

Hooooo i seeee

I do get it now, so that makes more sense then ^^

The handmade NPCs and background are really cute ^^ 

And i do like the floating animation of the main character; it doesn't feel static.

Watch out for the sound effects volume and quality; it was too rough, I had to cut the sounds while playing

Liked your spin on the countdown constraint, well done ^^ 

Movements are a bit too light 

But I do love the particle effect of killing the slimes

Well done!

Love the only mouse control, if it quite original (I can't recall any platformer-type game in mouse only). And it does move very smoothly 

We do lose a bit of the rhythm with the long transition from level to level

Very neat game! 

The movements made me dizzy quite fast ^^'

However, the concept of moving with this restricted field of view is very nice, and the animation goes with it too! 

Maybe it could be nice to have some kind of compass, to know you can go beyond the dark to find food/enemies ect.. 

Because otherwise we move without a destination in the hope of finding what we are looking for, but that is also part of the dramaticness of the game, so i would see why it's like this ^^ 

Very clean and polished experience, well done! 

So (too) realistic ^^ 

I would have to be able to run away from the boss or convince my other colleague to go on strike (but it just must be because i'm french i guess ^^) 

Great concept, great mini games 

Amazing work!

The tutorial was nice, but could have been even more readable and accessible by using ICONS in steps of keywords like segment and all (I say that but the n°1 negative point about my own game is it's lack of tuto so who am i to talk ^^) 

And to finish on the readability, more than reading "damage," having an icon as well would feel more intuitive and would help to skim through the power and the one you wish to use 

Amazing art, love the sprite animation!