Every blade of tall grass hides something: a shard, a heart or a monster.
Trample it and find out. Cleared tiles reveal how many monsters lurk in the
eight tiles around them, so every step is a read as much as a gamble.
The gate opens before the field is cleared: leave with what you have or push
deeper for the shards and upgrades you’ll need when the Pumpking wakes.
No two days play the same. The weather turns over each morning — rain slows
the waking, mist shortens what you can read, frost slows the whole field,
dusk cuts the light — and something is hiding in every field that only a
careful eye will find.
One thumb, one verb, fully turn-based: nothing happens until you move, so
there are no reflexes to fail.