You're not a shepherd. You're the firecracker.
Toss it into the meadow and lift your finger. The fluffies do the rest: see three
neighbours bolt, and you bolt too, the same way. A trickle becomes a wave, the
wave clips a hive, the hive lets out bees, the bees wake a wolf — and half the
flock is already pouring into the pen while you just watch what you started.
One tap per cascade. Three firecrackers per run. The meadow decides everything else.
**How it works**
• Panic spreads like gossip: three runners nearby and you're running too
• Fence funnels herd the flock into the pen — until a big enough crowd breaks them
• Hives, geysers, firecracker stashes and sleeping wolves each add their own blast
• Mud kills a wave; a geyser throws panic into the far corner of the field
• A gnome runs across the meadow dropping bonuses — only a running fluffy grabs one
**What's in it**
• Campaign: levels grow from a tiny meadow to a field with three hundred head
• Every level is procedural yet always identical: its seed comes from its number,
so replaying for that third star is honest work, not a reroll
• Meadow of the day: one seed for everyone, one score to beat
• Sandbox: eleven knobs — population, hives, wolves, how far panic carries
• Replay links: a good run becomes a link that opens on a friend's phone and
plays back frame for frame
• Fully offline, replays included
**About the ads**
Rewarded ads are always your call: want a second firecracker or a scouting pass
over the meadow — watch a clip. An interstitial shows once every five rounds,
between rounds, never in the middle of the spectacle.
No timers, no energy bars, no "come back in four hours". Play when you want to.
One firecracker, one panicking flock. Aim the stampede into the pen.