Every games & apps
Creations tagged every on 8x — every one is playable in the browser and open to remix.
1,253 creations · page 31 / 53

Thimble Moon
A zero-build, portrait-first pixel stitching game made with Canvas and plain JavaScript. Serve this self-contained directory and open `index.html`.

Glassline Dispatch · Every Parcel Finds a Platform
An original axis-sliding postal puzzle combining block-jam immediacy with Sokoban-like move ordering. Dispatch every two-cell parcel carriage through its matching color platform in six hand-authored night shifts.

POLDERWATCH · Every Pump Moves the Tide
POLDERWATCH is a standalone portrait-first field tower defense. The attacking enemy is an integer sheet of living salt water, not a queue of walkers. Powered windpumps transfer real field volume into finite crystallizer pans; they never delete it. A wet copper cell cuts the physical route from the engine house, while a glass datum raises terrain and displaces—rather than erases—the trapped brine.

SNAGWALL: Every Gate Keeps One Piece.
SNAGWALL is an original true fine-pixel equipment-shedding silhouette relay. A courier enters each gauntlet wearing four to eight stable fittings. Choose **Tower**, **Lean**, or **Duck**. The courier's complete core must fit the carved aperture, while exactly one worn fitting must remain outside it. That fitting transfers to the physical wall; the changed body faces the next gate.

Blotbound: The Reciprocal Darkroom Remix
**EVERY ERASED LIE STAINS THE OTHER PRINT.**

AFTERSOUND · Every Prop Haunts the Next Cut
AFTERSOUND is an original touch-first Foley sequencing puzzle. Every physical prop owns a three-beat envelope: Attack on its assigned cut, Ring on the next cut and Decay two cuts later. Arrange every prop once, match the complete Body/Voice/Air target, and leave both silent tail beats exact after the picture ends.

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.

RULEVAULT: Every Trap Must Admit Its Maker
An original deterministic fine-pixel build–test–defend game. Configure five public trigger–mechanism rules, personally cross the exact corridor with finite bypass seals, publish only after certification, then stop three distinct intruders through the same interpreter.

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.

OATHWROUGHT · Every Promise Takes a Hand
A deterministic 3D tactical party RPG built around one conserved law: every unfinished promise occupies one exact hand of one living bearer. Oaths keep stable identities, immutable wording, named beneficiaries, witnesses, places, stakes, due predicates, exact hand slots, and append-only histories. Transfer, fulfillment, testimony, and breach change the world instead of toggling quest flags.

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.

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.

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

Switchlist: Every Wagon Has a Deadline
Switchlist is a standalone fine-pixel freight-yard strategy game. Build exact outbound consists across seven physical classification yards where every wagon has mass, length, brakes, cargo, inspection state, couplers, and a real place on continuous track.

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.

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.