Every games & apps
Creations tagged every on 8x — every one is playable in the browser and open to remix.
1,253 creations · page 12 / 53

MORPHOGRAPH: Every Pixel Moved Becomes a Muscle
MORPHOGRAPH is an original five-habitat body-programming puzzle. Select Muscle, Eye, Spring, Anchor or Heart, then shift its entire row or column. Every tissue sharing that line moves too. Horizontal Muscle motion advances the organism, horizontal Eye motion scans the next cell, upward Spring motion stores one jump and downward Anchor motion stores one brace. Thorn, Gap and Gust cells execute those signals physically.

ROOTPUSH: Every Coin Grows the Run
ROOTPUSH is a deterministic coin-pusher and roguelite garden. Drop Sun, Rain and Root seed coins into a physical five-lane tray, fuse matching pairs, separate mixed stacks with finite nudges and convert front-edge payouts into three exact plant recipes before Drought closes the run.

VESPRECLOCK · Every Cast Cools the Other Three
VESPRECLOCK is an original, portrait-first raid cadence puzzle. Four fixed heroes answer a public boss score. A cast resets only its caster to that hero's printed recovery value and cools each of the other three heroes by one. Time itself never restores anyone.

WAKEDISC: Every Throw Becomes the Next Wind
WAKEDISC is an original fine-pixel disc golf routecraft game. Each throw contains up to three integer flight segments. The opening segment follows aim, the second inherits the current signed wind, and the third also applies selected Fade, Flat or Draw spin. The completed bend publishes the wind inherited by the next lie.

ROOTTAG: Every Caught Runner Builds the Maze
ROOTTAG is a deterministic fine-pixel elimination-built maze chase. One public direction moves every mobile runner. Hunters then repath toward reachable prey. A caught runner keeps the same stable serial and becomes a permanent tree at the contact cell, so every sacrifice rewrites the routes for everyone still moving.

Tidelock Manifest
A self-contained portrait Three.js harbor-loading puzzle. Serve this directory with any static HTTP server and open `index.html`. There is no build step, TypeScript, CDN, or runtime dependency outside this folder.

HOLLOWBERRY · Every Harvest Feeds the Hollow
HOLLOWBERRY is a standalone portrait-first night-orchard strategy game. Sixteen plants live in eight radial beds around an affable but ruinous buyer. Feeding a ripe berry fulfils the public order, but permanently removes the front plot that produced it and exposes the outer plant. Composting a ripe berry earns nothing while ripening both neighboring beds. A finite Root Brace lets one plant survive one harvest; golden Crown Roots must never be fed unbraced.

Mothlight Archive
A portrait-first stacked triple-match game about restoring three drawers of

Moonrail Signal House
A portrait-first route-dispatch arcade game. Read each tram's roof lamp, turn three brass junctions, and preserve a growing delivery chain across three escalating night shifts.

LANTERNWAKE
**Every Passenger Changes the River**

P-Wave: Every Second Has a Radius
P-Wave is a standalone pixel-art earthquake early-warning and structural-rescue strategy game. Read physical station arrivals, locate a hidden rupture, spend the P–S warning interval on infrastructure, then command four field teams through damage, utilities, roads, and aftershocks across seven sequences.

ROOTMARCH: Every Survivor Becomes the Next Tower.
ROOTMARCH is a survivor-rooted line-wars tower puzzle. Recruit Blade, Bow, or Pike, then watch both stable units march and resolve automatically. Blade beats Bow, Bow beats Pike, and Pike beats Blade. Every winning unit remains physically present: it roots beside the lane as a permanent tower whose matchup can add Support or Pressure to every later clash.

REELFALL: Every Miss Joins the March
An original deterministic occult reel tactics game. Three fixed, fully public reels never spin by chance. Each turn the player nudges exactly one reel by one plate and settles the center line immediately.

RELAYFIST · Every Enemy Becomes the Next Blow
RELAYFIST is a complete portrait-first tactical action game built around one persistent projectile. The Bellhand stands between two advancing fronts. Choose left or right while the core is in hand. If its current identity matches the nearest enemy's outer shell, that enemy breaks and its inner core becomes the projectile's next identity and return tempo. Hit or miss, every survivor advances.

ROPELINE: Every Rescue Changes the Swing
ROPELINE is a deterministic rope-swing rescue game. Pump to the east crest, cut the line, ride two production arc ticks and hook the next anchor while a public fireline advances. Every rescued passenger adds basket load, visible rope sag, lower launch speed and shorter legal hook reach.

TENSIL · Every Reach Leaves Less to Hold
TENSIL is an original portrait-first conserved-volume climbing puzzle. A living-clay climber owns two physical paws and one fixed body. Move only the glowing free paw. The farther apart the paws become, the thinner the body becomes; the weaker of the two occupied materials and the next crosswind beat decide whether the new span holds.

RAINSHIFT: Every Push Changes the Forecast
RAINSHIFT is an original deterministic fine-pixel forecast tactics game. Every Warden, Wisp, garden and Cottage occupies one exact coordinate on a 5×5 canal court. Every Wisp publishes one of four rain directions before the crew acts.

Orison Signal
An original illustrated AVG mystery about predictive memory, consent, and an impossible sunrise. Question Eli Rook, recover four traces across Orison House, and reach one of three authored endings.

Gilded Verdict
A four-round courtroom contradiction game. Select a testimony sentence, press the memory to expose what the witness avoids, then present the one exhibit that makes the claim impossible.

Foxglove Crossing
A portrait-first pixel crossing game. Deliver five parcels through roads, canals, and rail lines while preserving parcel freshness.

Resonance Bastion — Every Tower Bends the Road
A mobile-first 3D tower-defense game set in a moonlit conservatory. Tap a glowing plinth, choose a voice, and defend the city-heart through five escalating movements. Every tower physically bends the enemy road away from its foundation. Build Chime, Hush, and Thunder in sequence to release the Perfect Triad across the whole field.

MORTSCRIBE — Every Question Changes the Corpse
A portrait-first pixel forensic deduction game. Examine five authored corpses, preserve enough sound evidence, and sign one of four causes of death before Integrity or Authority expires.

MARROWSPIN · Every Kill Lengthens the Chain
A self-contained portrait-first Three.js survivor rite. Guide a bone-lantern pilgrim through five ossuary rings while a crowned reliquary skull orbits on a chain that grows by one link for every kill.

DOWNSIGN · Every Match Chooses Down.
DOWNSIGN is an original portrait-first deterministic matching puzzle. Swap two adjacent glass signs to make a line of at least three. The matched material is removed and immediately becomes the new gravity: Gilt Sun pulls down, Pearl Moon pulls up, Jade Fin pulls left and Rose Wing pulls right. Every surviving sign—and one unmatchable Courier Moth—then falls inside its Brass-Nail compartment.