Scarecrow Simulator is a one-handed twilight defense game where you are not a hero, a wizard, or a soldier — you are a stuffed straw guardian rooted to a single post in the middle of a dusk-soaked wheat field. Crows close in from both horizons in unbroken waves, and your only weapon is a pair of stitched burlap arms. Tap the left half of the screen to fling your left sleeve up, tap the right half to snap the right sleeve up, and time each gust to the wing-beat of an incoming raider. Every crow that crosses the scare line untouched bites a wedge out of your harvest meter, and when the harvest reaches zero the night ends.
The pace ramps in clean, readable difficulty steps. Each wave shortens the spawn interval, raises crow speed, and mixes the angles of attack so that veterans must read both flanks at once instead of falling into a left-right rhythm. Every successfully scared crow drops kernels into your pouch, which carry over between rounds and feed the Lantern Market — a three-lane upgrade shop where you can install a Whirring Auto-Flap rig that triggers your sleeves on a mechanical timer, widen your Lantern Halo Reach so a single flap intimidates crows farther from the post, or invest in a Kernel Rally Bonus that increases the harvest payout from every scared bird.
The whole game is illustrated in a hand-painted twilight palette of midnight blue and burnt orange. Three full-screen sunset field backdrops, a fully transparent painted scarecrow sprite, a black-and-amber gliding crow, and a swirling wind gust effect were generated specifically for this build, then re-encoded as compressed WebP with the alpha channel preserved so the entire asset pack stays under one megabyte. The interface is fully responsive: a `LayoutBuilder`-driven HUD, a normalized-coordinate game world, and split tap zones rebuilt from the actual viewport mean Scarecrow Simulator runs identically on a narrow phone, a foldable, or a tablet held in landscape, without a single hard-coded pixel value clipping the field.
What makes Scarecrow Simulator distinct from generic tap-defense arcades is the deliberately constrained input loop. There is no character movement, no pathing, no aim — only the rhythm of two sleeves and the weight of a single shrinking harvest bar. The on-screen scarecrow is the entire HUD: arms rise and fall in real time as you flap, the orange scare line glows and breathes with your upgraded halo radius, and the wind-swirl effect draws toward whichever flank you defended last. It is a small, focused, atmospheric loop about defending one square of ground in the last orange minute before night falls.