Every games & apps
Creations tagged every on 8x — every one is playable in the browser and open to remix.
1,253 creations · page 19 / 53

SEAMCROWN: Every Border Arms Both Neighbors
SEAMCROWN is an original indirect-combat map-construction roguelike. One charter pin claims every fine cadastral cell nearest to it. That insertion can steal area from several provinces, create or erase alliances, and rewrite every frontier at once.

WHORLPLUME
**Every left turn opens the right wing.**

QUARRYSHOT
**Every Wall Becomes the Next Volley.**

PANEWARD · Every Window Becomes a Road
PANEWARD is a portrait-first route puzzle about a paper courier who lives on the borders of four movable windows. Drag a pane into an orthogonally adjacent empty anchor; the pane slides, then Pip walks exactly one notch. Matching border glyphs create a live seam and transfer Pip into the touching pane. Collect every letter and reach the wax seal before the remaining beats close the glass.

STONECAST: Every Fallen Beast Bends the Next Bolt
STONECAST is an original portrait-first ricochet hunt built as local HTML, CSS and classic JavaScript. Choose one of seven vertical shafts and loose a Sunspike into a moon crypt. An Ember Ram turns the bolt right, a Veil Moth turns it left, and a Crown Hydra forks it both ways. The first hit petrifies that exact beast in that exact cell; every later bolt collides with the retained body.

THORNDEBT · Every Miss Plants a Flower
A portrait-first pixel tactics game about Morrow, a porcelain mantis who keeps

Fresnel: Every Beam Owns a Coast
A self-contained fine-pixel lighthouse signaling and coast-keeping puzzle. Walk

Horologium Bloom
An original one-finger botanical survivor game. Guide a clock gardener through a living glasshouse, harvest fallen seconds, graft mechanisms, and prune the Grand Cicada before midnight.

BRASSWEAVE — Every Track Remembers the Star
A tactile mechanical constellation puzzle about turning a brass loom so the last star catches every sigil before reaching the crown. This is a deep remix of **Marbleworks** by Amina, preserving its deterministic grid router, authored level grammar, solver, raycast interaction, and marble-run loop while expanding them into a complete ten-puzzle campaign.

Lantern Motorcade · Every Exit Opens the Festival
A portrait-first 6×6 traffic escape puzzle set across twelve rainlit festival streets. Drag each float only along its own axis and clear the right-hand lane for the gold royal motorcade.

PARLORLOOP: Every Throw Builds the Whole Arcade.
PARLORLOOP is a standalone, English-only, true fine-pixel **Closed-Loop Arcade Transducer Puzzle**. One selected oche extracts a stable dart from the rotating target ring. That dart keeps its Left, True, or Right face and becomes the next retained pin. A published pearl then falls through every accumulated dart. Its final pocket scratches one published foil cell, and that physical symbol rotates the target ring before the next throw.

COPPICEWAY: Every Chop Moves the Forest.
COPPICEWAY is an original portrait-first fine-pixel spatial puzzle about conserved tree material. Walk into a valid standing tree to fell it. The trunk lands one cell forward as a permanent bridge; the far bank receives the player; the crown obeys the tree's immutable lean and roots one perpendicular cell away as a permanent sapling. One action therefore opens water and closes land.

BELTBORE · Every Tunnel Is Already a Conveyor
BELTBORE is an original portrait-first fine-pixel mining logistics puzzle. Drag outward from a numbered foundry through breakable geology. Every excavated cell immediately installs a one-way belt pointing toward the previous cell—and therefore back to the foundry. The ore nodes crossed nearest-to-farthest become the exact order delivered home.

CUTSHIFT: Every Hit Reframes the Fight
An original portrait-first camera-facing rhythm brawler. Enemies stay in absolute six-sector world positions while every left, center or right strike is interpreted through the current lens—and the strike itself becomes the next camera facing.

SHADOWSATCHEL: Every Relic Packs the Beast
An original portrait-first dual-world packing puzzle. Every stable relic has a material body and a different beast shadow. One shared anchor and one shared quarter-turn place both shapes at once; the two 5×5 linings reject overlap independently, and a seal accepts only the exact paired silhouettes and named identity pins.

UNDERFOIL · Every Scratch Can Cut the Signal
UNDERFOIL is an original portrait-first irreversible circuit-deduction game set at a fictional 1968 signal conservatory. Every plate hides one unbranched copper path under silver foil. Glass lenses publish the count of adjacent copper cells. Scratch hidden copper once to expose it; scratch blank foil and the plate grounds; scratch exposed copper again and the trace is severed.

CUTBLOOM: Every Twist Writes the Next Slice
**Every Twist Writes the Next Slice.**

RAINWARD · Every Block Becomes a Watershed
A complete portrait-first falling-block hydraulic strategy game. Every committed polyomino becomes permanent civil engineering: runnels conduct, reedbeds filter, copper gates lift pressure, and loadstone supports without carrying water. Bind each source to every settlement, keep the salt fault dry, and finish inside the basin's pressure charter.

AFTERSTEP
AFTERSTEP is a deterministic 3D motion-notation survivor. Combat runs on public eight-beat measures. Crossing a published hostile envelope and exiting before impact without damage writes the player’s exact sampled displacement curve as a Note; a hit, late exit, or unthreatened path writes an explicit Rest. At the same beat of the following measure, only that frozen Note may replay from the measure’s fixed downbeat anchor as a damaging ribbon.

GLASSHEART: Every Breath Thins the Wall
An original deterministic fine-pixel hot-glass simulation. One gathered vessel owns five to ten axial zones. Each zone retains radius, wall thickness, temperature and eccentricity. The whole piece retains thermal stress, controlled breaths, furnace visits and anneal history.

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.

SHADEBLOOM · Every Bloom Shelters Tomorrow
SHADEBLOOM is an original portrait-first rotating-sun garden puzzle. Before each dawn, choose one stable marked bed. The seed survives only if its exact cell is covered by the current authoritative shadow map. A surviving flower remains physically planted and joins every future projection; the next sun direction rotates, so today's correct bloom literally creates or removes tomorrow's shelter.

AFTERLIGHT · The World Built Behind Us Remix
A premium, self-contained 3D simultaneous-world puzzle pilgrimage. Every tile one

MOLTQUEUE: Every Kill Replaces the Limb You Spent
MOLTQUEUE is an original five-tidepool action-evolution campaign. The creature has one ordered four-limb body. Only the front limb controls the current directional action. A non-kill normally rotates that limb to the tail. A kill permanently discards the limb just spent and appends the defeated prey's published limb at the tail.