Wind-Sown Garden
Wind-Sown Garden

Choose a seed, point the vane, and guide every seed to a flower without brushing a thorn.
Plots: 0 / 30
Choose a gust
Plot in bloom
Wind-Sown Garden

Choose a seed, point the vane, and guide every seed to a flower without brushing a thorn.
Plots: 0 / 30
Choose a gust
Plot in bloom
Wind-Sown Garden is a spatial planning puzzle where one gust at a time guides every seed to a flower without touching a thorn.
In the Mosslight meadow, each plot is a small garden route with three seeds, three flowers, open grass, and permanent thorns. Choose a seed, send a cardinal gust, and bloom every flower. The goal is careful observation: make the meadow breathe without brushing a thorn.
Every board is a five-by-four meadow. Seeds, flowers, thorns, and special tiles are visible before a move. Select a seed with pointer, keyboard, or touch, then use the highlighted selection as a reminder of which seed will answer the next gust. There is no hidden timer or life counter.
A normal gust moves the selected seed one square up, right, down, or left. The move is accepted only when the destination is open and safe. A blocked gust gives readable feedback about a thorn, edge, occupied square, or route rule, so a failed attempt is information rather than a lost life.
Later plots add three route tools. Enter a draft from its matching arrow to travel two squares, approach a one-way gate from its marked direction, and step onto a portal ring to reach its paired ring. These tiles change the route, not the objective: every seed still needs a flower.
Thirty authored plots form six five-plot arcs: Meadow Wake, Crosswind Crossing, Lantern Portals, Thornwork Tangle, Moonseed Routes, and Full Canopy. Plots 5, 10, 15, 20, 25, and 30 are named checkpoints with a visible bloom order. Clearing a plot unlocks the next one while completed plots remain replayable.
Scan the whole meadow before moving. Start with a flower that has only one practical approach, keep other seeds out of its corridor, and read the status message after every gust. At a checkpoint, follow the bloom order before chasing the nearest flower. Reset plot restores the starting arrangement without deleting unlocked progress.
Plot 10 shows a bloom order of 3, 1, 2. If you try seed 1 first, the game blocks that bloom and leaves the board unchanged; follow the displayed order.
We built Wind-Sown Garden around four directional gust controls on a compact five-by-four board. Its six five-plot arcs add route constraints such as drafts, gates, and portals while keeping the goal—bloom every flower—constant. Each checkpoint adds a visible bloom order. There is no timer or life counter, so play centers on inspecting the route and choosing a seed before each move. Touch, mouse, and keyboard use the same board and direction choices.
No account, purchase, or online connection is required. Touch and mouse input are supported, and sound can be changed in Settings. Unlocked plots, completed plots, and best gust counts are stored only in this browser. Clearing site data or changing browsers may remove local progress; it is not a cloud save.