Touch: press and hold anywhere empty in the square garden to grow a moonbell, then lift before a spark reaches it to set the bell; tap the Hush meter when full to slow every spark; tap the pause and sound buttons at the top · Keyboard: Arrow keys or WASD move the planting cursor; hold Space to grow and release Space to set; C releases Hush; P or Esc pauses; M mutes; Enter or Space starts, continues and retries. With a mouse, hold and release in the garden just like touch.
About:
A touch-first fill-and-dodge arcade game in the spirit of the 2000s Flash classics, made in-house for Leetdom. Each night begins with an empty square garden and a flock of wandering sparks. Press and hold in a quiet gap to inflate a moonbell, then release to set it. A set bell is safe and redirects the sparks; a spark touching a bell while it is still growing shatters it and costs one petal. Fill the marked share of the garden before all your petals are gone. Larger bells score more, and a run of confident plants raises the multiplier. Every successful bell also gathers Hush. When its meter is full, release it to slow the sparks for five and a half seconds and open a precious safe window. Each completed night adds sparks, nudges up their speed and raises the fill target until the endless difficulty curve reaches its fair cap. Six named garden moods cycle as the run continues, while the deterministic layout makes each night learnable. Bloom Fill rearranges its HUD around the same large square playfield in portrait and landscape, so it remains fully playable after a phone rotation as well as in a desktop browser. It pauses when the tab is hidden, stores the local best score when storage is available, and includes a mute control. Every moonbell, spark, particle, backdrop and sound is drawn or synthesised by the game code; there are no external art, audio, font or network assets.
Credits:
Made by Leetdom, 2026. Written for Leetdom, and it lives here.
Phone check: 2026-10-01: staged build tested with playwright-core and Chromium. Real CDP touch at 390x844 started the game, held a moonbell through visible growth, released it into a scored permanent bell, activated Hush, completed a night, reached game over, and retried in one tap. A separate no-debug touch run deliberately intercepted moving sparks and naturally shattered four growing bells to reach zero petals and game over. The same live game resized to 844x390 with a 366px square arena and accepted another real touch plant. At 1280x800, keyboard cursor movement plus held Space and a mouse hold both planted bells, while P paused and resumed. A hidden-document event paused simulation; a context whose localStorage getter threw still loaded and played. All runs had zero console/page errors and zero non-local requests. Deterministic core tests cover seeded spawning, placement, fill area, growing-bell hits, circle and wall reflection, and the first 40 difficulty configurations. A reaction-limited headless bot cleared Nights 1-12 in 5-46 bells, confirming the fill targets remain packable through the capped endless curve. A 30-second OfflineAudioContext audit of the game's own sound code measured a -8.6 dBFS mix peak, music 11.5 dB RMS below effects, 16.8% true digital silence, and energy above 6 kHz 48.3 dB below the full band. Portrait, landscape, desktop, level-complete, game-over and storage-blocked screenshots were visually inspected with no clipping or unreadable UI.
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