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

WeightPlay Original Game Guide

Wind-Sown Garden

Wind-Sown Garden is a spatial planning puzzle where one gust at a time guides every seed to a flower without touching a thorn.

GameplayWind-vector seed puzzle
Campaign30 plots · 6 arcs
InputTouch or mouse

World and mission

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.

Reading a plot

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.

How a gust works

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.

Drafts, gates, and portals

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.

Campaign and checkpoints

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.

Strategy and recovery

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.

Checkpoint example

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.

Developer design note

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.

Player and save information

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.

FAQ

How many plots are included?
There are 30 authored plots in six arcs of five, with checkpoints at plots 5, 10, 15, 20, 25, and 30.
What does one gust do?
It normally moves the selected seed one square in one of four cardinal directions; drafts can extend a matching move to two squares.
What happens when a gust is blocked?
The board stays safe and the status explains the blocker. Choose another seed or direction, or reset the plot and try again.
Can I replay a blooming plot?
Yes. Completed plots remain available on the Stage rail after the next plot is unlocked.
Is progress saved online?
No. Plot unlocks, completions, and best gust counts stay only in this browser; there is no account or cloud save.