Levels

How to Play

Drop ladybug — place ladybugs on the field; each converts nearby corrupted ground into garden.

Hold ground — where your garden covers a corruption source it wears the source down. Clear every source to win.

Move ladybug / Move bee — click a unit to send it there, or click-and-hold to steer it toward the cursor.

Honeycombs fund you; ladybug caches raise your squad size — reach them with your garden (or the bee).

Build bee — a mobile beam that captures honeycombs and demolishes structures, but never converts land.

GOAL

Destroy all corruption sources.


Shortcuts

P — Pause and resume the game.

F — Enter and exit fullscreen.

Spacebar — Switch between moving the bee and moving the ladybugs.

Mouse — Click an insect and then click a spot to send it there; or click and hold, and the insect follows your cursor.


Tips:

Ladybugs don't take ground damage or convert the ground while flying

The bee doesn't take ground damage

Land converted by ladybugs produces a small amount of energy

build & tune a level, then switch to Play to run it

Petalguard

Default editor map.

hover the field…
⚡ 0
+0.0/s · honeycombs 0/0
Sector cleared ✦all enemy structures destroyed · Reset map for a new run
Menu
Sector cleared ✦
All corruption sources destroyed.
ladybugs: 0 · view shows what the map-maker reads

Info

Water & bridges: paint Water to carve rivers — ladybugs can't work there and corruption can't cross if the river is wider than your largest radius in play (that's the whole trick; no special physics). Paint Bridge for a contestable crossing that behaves like land. Keep rivers wide: a too-thin river lets a bank-side source bleed hidden depth onto the far side.

Economy & the opening move: ladybugs cost energy; energy comes from held land and controlled honeycombs. With limited starting energy the puzzle becomes which honeycomb to bootstrap first — grab an easy one, spend its income to reach the hard, contested ones. Hold a honeycomb's tile or the blight takes the income back.

Ladybug conversion

conversion value
spread radius (cells)
ladybug move speed (cells/s)

Race dynamics — spread speed = clamp(net·k, min, max)

k — net→speed sensitivity
min spread speed
max spread speed

Damage & health

depth→damage scale
damage curve exponent
ladybug health
ladybug regen (hp/s when safe)

Re-corruption

re-corruption rate
edge-inward decay
permanent garden (lock when fully healed)

Source field (the difficulty landscape)

source intensity
source radius (cells)
demolish rate (hp/s under garden)
source regen (hp/s)
reclaim destroys sources
sim speed

Air layer — spawners & particles (WebGL)

emit / spawner / s
particle speed (px/s)
particle life (s)
air → land infect / s
air corruption decay / s
particle → ladybug damage
spawner regen (hp/s when unattacked)
fraction that seek the bee
seek radius (px)
garden absorbs air ≥ conv
emitter ground corruption
emitter corruption radius
line spawner aim (°)
line spread (± °)
turret: seconds between bursts
turret: burst length (s)
turret: shots / dir / s
turret shell punch (×)

Converted garden at/above absorb ≥ conv destroys particles that reach it — a held green field is an air shield. Two emitter types: Air spawner (tracking — a fraction of its particles curve toward the bee, set by fraction that seek) and Line spawner (a directional stream — fires along line spawner aim ± line spread, set the angle then place; never tracks). Both paint corruption onto the ground and damage ladybugs they cross; kill one and its stream stops. Set depth→damage 0 (Damage card) for the pure air-only model. A Turret fires a heavy 4-way burst (up/down/left/right) every few seconds — bigger shells that hit harder; destroy-only, no capture, no tracking.

Per-structure tuning. The sliders in this card are the defaults for the next emitter you place — set them, then place, and each structure keeps the values it was born with. To change one afterwards, pick the Edit spawner tool and click a placed spawner/turret: its own settings load into the sliders (a dashed ring marks it) and edits apply to that one only. Space or switching tools returns the sliders to the defaults.

Bee (mobile beam — air-only damage)

bee health
move speed (cells/s)
beam range (cells)
beam demolish (hp/s)
honeycomb capture (/s)
bee regen (hp/s when clear)
air vulnerability (hp/hit)
heal delay after fire (s)
build time (s)

Build bee queues it safely off-map for the build time — no damage while building. When it says Ready, press the button again to arm placement, then click the map to deploy it. To move it, use the Move bee tool (or press Space to switch to it) and click, or click-and-hold to steer — it travels, no teleport, and stops at water. It fires a beam at the nearest honeycomb, cache, or structure in range — capturing honeycombs (funds you, solves the opening), grabbing ladybug caches (+squad size), and demolishing sources & spawners. It never converts land and is hurt only by air particles. Ladybugs can also kill spawners by covering them in garden. Captured honeycombs can be lost if corruption creeps onto them, and a spawner you chip but don't finish heals back.

Economy (soft cost — Principle 3)

ladybug cost (energy)
energy / controlled honeycomb / s
corruption takes a honeycomb /s
honeycomb control recover/decay /s
energy / held tile / s
starting energy
max energy reserve
max ladybugs (squad size)
squad size gained per cache

Set ladybug cost 0 for the free-build sandbox. Honeycombs fund you only while your garden holds the tile under them — let the blight creep back and the income stops. Your squad is capped (max ladybugs) and your reserve is capped (max energy) — so you can't out-wait the map; you reposition the ladybugs you have to conquer the next objective.

Legend

corruption depth (overlap = deeper)
converted garden (held ground)
ladybug — ring shows health
energy honeycomb — bright = controlled
ladybug cache — hold the tile to collect (+squad size, then it's consumed)
water — impassable, blocks corruption by distance
bridge — land-function crossing over water
spore-puff (tracking — some spores seek the bee)
trumpet-bloom (directional stream — spout shows aim)
pod-plant (fires a 4-way burst every few seconds)
turret shell (bigger particle — hits harder)
air particle (magenta = seeking the bee)
bee — mobile beam (captures honeycombs, demolishes structures)
Edit spawner tool — click a placed emitter to tune just that one
the model, in one line

net = supply − depth. Where net > 0 the ladybug holds and its garden spreads at clamp(net·k, min, max); the ladybug takes damage until its own footing converts (the race). Where net ≤ 0 the ground loses and the ladybug bleeds. Supply from overlapping ladybugs adds — so "needed ladybugs = depth ÷ value, rounded up," countable by eye.

Map briefing (shown on play)

Saved with the map. Leave empty for maps that should start immediately (no pause, no box).

Save / load map

Save → text writes the enemy layout, terrain, honeycombs and every slider into the box — copy it somewhere to keep the level. Load ← text rebuilds that map (your ladybugs/bee reset so you play it fresh; enemies come back at full health). Download saves it as a .json file.