Game manual

Shadow Seashell Wind Guide

Three small arcade games, one idea each: read the cue, act fast, and beat your best. Here is how a round works on this site.

01

Pick a game

Shadow Step tests rhythm and memory, Seashell Sift tests shape reading, and Windmill Farm tests colour matching. Each has its own page with the game front and centre.

02

Learn the cue

Every round starts with a simple signal: a glowing arrow, a shape written in the sand, or a colour on the farmer's sign. Watch it before you act.

03

Keep the streak

Correct moves build your score; mistakes cost you — a reset combo, a lost shell, or a snapped blade. Accuracy matters more than speed.

04

Beat your best

Rounds are short and your best result stays on your device, so every run is a chance to improve your own record.

Score chart

What a good move adds

Shadow Step — correct step
+10 points
Shadow Step — 4-step COMBO
+100 bonus
Seashell Sift — correct shell
+1 sifted
Windmill Farm — correct blade
+1 spun
Watch for

What can cost you

Wrong step

In Shadow Step, stepping out of order resets your combo streak.

Wrong shell

In Seashell Sift, grabbing the wrong shape costs one shell from your basket of 13.

Wrong shade

In Windmill Farm, tapping the wrong colour snaps one of your 13 blades.

The games

Choose your pace

Shadow Step60 seconds4-step sequences · combo bonus
Seashell Sift13 shells3 shapes ● ■ ◆ · tide ends the round
Windmill Farm13 blades5 colours · mill settles at the end
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