You have no weapon. The garden shoots.

A plant in flower is both your income and your covering fire. Harvesting it pays you and takes the gun away. Every harvest is a hole you chose to open, in the middle of a wave, in the place you chose to open it.

That is the whole game, and everything else is pressure on that one decision.

Your body is the bait

You cannot shoot. The blight aims at you, and anything its fire crosses on the way is damaged — so where you stand decides which of your own beds gets hit. Stand below your plants and you drag a barrage through your garden. Stand wide and it lands in open ground.

The blight takes the ground, not just your health

While anything is alive above the beds, the blight creeps down into them — a row at a time, and permanently for that season. A taken row cannot be replanted. Take the last one and the season is over.

Clear the board and the line retreats. So a fight you are dragging out is a fight you are losing, not merely a long one.

Sixty plant forms, and nobody drew any of them

Eight species across four growth stages is 32 forms. The 28 two-parent hybrids are blended from both parents at the moment you graft them — stem geometry, leaf shape, flower form and palette all mixed — so the plant you are about to make has never been drawn by anyone. A hybrid fires both parents' patterns and yields more, but it costs you two mature plants at once, under fire.

Losing does not end the run

Being overrun ends the season, never the run. Your species, your discovered hybrids, your greenhouse upgrades and your banked seedstock all survive it, and you start the same season again with everything you built.

The one thing you lose is the pollen you were holding. Pollen still in hand when a season ends is banked; pollen in hand when you are overrun goes with the beds. The last wave is always the same question: cut one more, or keep the gun.

Ten seasons, and the blight has nothing left to send.

Controls

  • WASD or arrows — walk
  • SPACE — plant the selected seed on the bed you are standing on
  • E — harvest a flowering plant
  • Q — graft two flowering neighbours
  • SHIFT — dash, briefly invulnerable
  • 1–8, Z / X — choose a seed
  • ESC or P — pause · H — how it works · M — mute

Playable on a phone: tap to act on the bed you are standing on, and the on-screen verb buttons appear the first time you touch the screen.

Free, and saves where you left it

No account, no install, no download. The game writes to your browser at every season boundary, so you can close the tab and come back. If your browser blocks storage it still runs perfectly — it just will not remember.

How it was made

Hand-written vanilla JavaScript — three files, no framework, no build step, no minification, readable in your browser's own view-source. Every plant, enemy and tile is emitted by the game's own generators. Every one of the ten sound cues and the 33-second theme is an authored score rendered through our own oscillator code: no sample library, no audio model.

The difficulty is not guesswork. A bot plays 24 whole campaigns per season against bounds written down before the game was tuned: 42% of campaigns are won, no season stalls, and every season is clearable. That probe is also what found the game's largest design flaw — the garden could not lose, so a bad season came out long instead of hard. The blight line is the fix.

AI disclosure: code yes, graphics yes, sounds no (procedural synthesis of an authored score is arithmetic, not a generative model), text and dialog yes.

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Development log