Every games & apps
Creations tagged every on 8x — every one is playable in the browser and open to remix.
1,253 creations · page 30 / 53

OVATIONBOUND
OVATIONBOUND is a deterministic 3D theatrical tactics roguelike about a conserved audience. The House contains thirty-six named Witness boxes. A successful act can move only boxes with unobstructed sight and sufficient commitment; a failed act moves those boxes to the publicly named rival; an unwitnessed act moves nothing. Each mask's exact body physics derive from its current Witness total, and every Curtain boss inherits the leading mask's identical physics.

BLACKMAP: Every Answer Opens the Monster's Road Remix
BLACKMAP is a portrait-first 3D investigation tactics roguelite. Every question is answered truthfully. Sites disproved by that answer collapse into wet ink, and the entity immediately uses the connected ink as road toward the last refuge lantern.

TILTLOOT: Every Prize Moves the House
TILTLOOT is a portrait-first papercraft balance-heist puzzle. Guide Wren, a tiny silk-moth courier, through a hanging house where the player, held loot, loose prizes, pinned heirlooms and basketed prizes all keep physical mass.

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.

CLOUD JURY: Every Forecast Has a Cost
A complete portrait-first interactive climate drama. As the final Weather Clerk aboard *Cumulus Six*, spend finite reservoir water, lift gas, hours, crew trust, and public evidence across five hearings. Fifteen verdicts alter two regions, the ship's engine, later choice locks, crew testimony, and six endings.

HATCHSIEGE: Every Drop Joins the Raid
HATCHSIEGE is an original portrait-first bubble-shooter drop-to-horde defense puzzle. Aim each stable shell toward the Left Bank, Straight lane or Right Bank. A connected cluster of three or more shells pops into Ward. Any remaining shell that loses its ceiling connection is never deleted for a cascade bonus: it hatches into its named creature, attacks the hearth immediately and spends Ward before dealing damage.

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.

MIRTHGLASS
**Every Smile Has a Dangerous Middle.**

SHROUDSHUTTLE
**Every Unwound Band Turns the Other Idol**

CRUSTLINE: Every Boost Bakes the Racer
CRUSTLINE is a portrait-first arcade racer built around one irreversible law: holding Boost permanently bakes the body being raced. Tender dough can thread ribbon slits, a golden shell activates glaze drafts, and a crisp body can shatter wafer walls. The player must treat the whole course as one heat curve instead of treating Boost as a free speed button.

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.

TICKBOUND: Every Blocked Step Belongs to the Other
An original deterministic twin-courier spatial puzzle. Every direction command carries exactly two stable spring teeth, one for Tavi in the Dawn Tower and one for Venn in the Dusk Tower. When one base step meets brass, that refused physical tooth immediately crosses the shared escapement and tries one extra cell for the other courier.

Mothglass Hotel
An original portrait-first illustrated deduction AVG. Read three testimonies per act, pin one visual contradiction, build the Night Ledger, and deliver a final verdict across three endings.

Glasshymn
A portrait-first stained-glass brick breaker with eight authored rose windows, durability, harmonic combos, multiball, rail expansion, light shields, three lives, interludes, and a finite finale.

Aeralith Relay
An original landscape-first Three.js precision glider. Guide a code-generated relay wing through twelve dynamic sky gates, collect relay feathers and thermals, survive three hazard families, and carry the current through the Sun Gate.

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.

Lichenline Rescue · Every Anchor Becomes a Way Home
A landscape-first mountain rescue game built in plain JavaScript and Canvas. Climb three hand-directed rock faces, place limited anchors, rescue a stranded cloud courier, then carry them back down the route you created.

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.

PINLACE — The Living Specimen Atlas
PINLACE is an original portrait-first pair-link elimination game. Pair two identical stable specimens through the canonical orthogonal route with at most two turns. The specimens leave the atlas, but every intermediate route cell becomes a permanent gold cross-stitch. A correct pair therefore changes the next physical maze instead of merely disappearing.

MNEMOSHIFT: The Midnight Memory Hotel
An original portrait-first hidden-pair memory game in which a successful match does not leave the remaining board still. Every guest pair departs from its physical source rooms, then exchanges the occupants of two published rooms. Neutral Night Key serials stay on the card backs, so remembered information moves but remains accountable.

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.

MORROWWAKE: The Salt-Pressed Night Deck
**Every taken card turns what sleeps beneath.**

CASTHEIR · Every Spell Waits Where It Lands
CASTHEIR is a standalone portrait-first spell-retrieval action arena. A cast is not a timer: it transfers one unique spell from the heir's hand into flight, then leaves that exact identity at its physical landing place. Walk over the rune to reclaim it. An archive seals only after every hostile is defeated and all three spells are carried again.

ARREARIS · Every Held Tooth Returns
A portrait-first horology puzzle about conserved motor custody. Select one of four witness wheels to clamp, inspect the exact result, then turn the escapement. The clamped wheel stores one missed tooth; every free wheel repays all stored teeth before taking one new motor tooth.