What a novel use of that puzzle format. I think you did a great job putting together a cohesive UI in combination with the actual map space. It took a couple tries to realize what you were going for, but once I did, it hooked me in.
The use of the wind for both the enemies and tile placement was a nice way to connect the two play spaces to the resource system.
I do wish I could see which wave # I was on, because it felt like I got fairly into, but didn't quite make it to the end. But maybe it was more visible in full screen.