Touch: Drag anywhere on the screen like a laptop trackpad. The firefly copies your finger's movement, so your finger never covers it, and it stops when your finger stops. An optional on-screen d-pad can be switched on from the title or pause menu. · Keyboard: Arrow keys or WASD fly. P or Esc pauses, R restarts the garden, M mutes, and Enter picks the highlighted button. Dragging with the mouse works like the touch trackpad.
About:
A precision dodging game in the spirit of the 2000s Flash classics, built from scratch for Leetdom. You are a firefly in a moonlit hedge garden. Dragonflies patrol the paths, circle the lily ponds and sweep round like the hands of a clock. Gather every dewdrop to open the moonflower, then fly into it. One touch from a dragonfly and you burst into sparks and start again from the last glowing mushroom patch, and the death counter keeps score.
There are 30 hand-made gardens in five chapters. Garden Gate brings straight patrols, Lily Pond brings rings and spinning arms, and Bramble Maze adds golden seeds that wither thorn gates. Brookside adds currents that carry you along or hold you back, and Moonflower mixes all of it. Every dragonfly flies the same route on the same beat every time, so each garden can be learned. Every garden has been proven clearable with a stored reference flight, and that flight still works when your timing is three frames early or late.
Your best death count for each garden and your lifetime total are saved, and you can replay any garden you have reached. Everything you see and hear is drawn and synthesised in code.
Credits:
Made by Leetdom, 2026. Written for Leetdom, and it lives here.
Phone check: 2026-09-30: Leetdom in-house build. Every one of the 30 gardens has a stored reference flight that node replays with the real game rules (core.js) and finishes with zero deaths. The same flight still wins with its departures shifted -3..+3 frames (all 7 uniform shifts plus 200 random mixes per garden), so none needs frame-perfect timing. Tested with real CDP touch on an 844x390 landscape phone: title, relative-drag trackpad, death and respawn, pause and resume. Also checked a 390x844 portrait phone (shows a turn-sideways hint) and 1280x800 desktop with the keyboard. No console errors and no network requests. The test hooks are read-only unless ?debug=1. QA 30 Sep 2026 (independent): re-ran the proof (30/30), measured difficulty with a human-like bot (100-200 ms timing error, sloppy aim) and re-ordered the gardens so each chapter ramps; the level card now fades on first touch; the trackpad no longer coasts after the thumb stops; reference paths only load under ?debug=1.
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