I've always loved puzzle games that are simple to learn but satisfying to master. Tilewilds started as an experiment: what if a constraint-satisfaction puzzle could feel warm and inviting instead of cold and abstract?
The result is 100 hand-verified levels that gradually introduce new animals, terrains, predator-prey relationships, and spatial rules. Every puzzle has at least one valid solution, and the later levels narrow it down to exactly one — turning each board into a tiny logic riddle.
My goal was to make something you can pick up in seconds, think about for minutes, and feel good about solving.