Every games & apps
Creations tagged every on 8x — every one is playable in the browser and open to remix.
1,253 creations · page 7 / 53

DAMWEAVE: Every Log Changes the Watershed
DAMWEAVE is an original single-player fine-pixel beaver colony and watershed engineering puzzle. Eight physical basins are joined by eleven directed river edges. Each source pulse is divided through the live graph. A Log lowers one edge's published capacity and therefore raises upstream water, settles silt and removes the same flow downstream. A permanent Notch restores capacity and fish passage. Moisture grows Willows, but a depth-three pool removes a Lodge Heart. The colony can be founded only when every authored wetland target, required mature Willow, source-to-estuary fish path and Lodge c

Rootscript: The Heirloom Garden
**EVERY MERGED TRIAD LEAVES ONE HEIR.**

PARALLACQUER · Every Angle Paints Another Truth
PARALLACQUER is an original portrait-first optical lacquer puzzle. A faceted porcelain moth stands in front of a projection screen. Dragging across a visible facet samples the actual pattern directly behind that facet. The paint remains attached when the moth turns, while two to four critics judge the same persistent coat from different bearings. No perfect skin exists; the craft is composing one defensible compromise across several truths.

Contact Sheet: Every Frame Has Evidence
A self-contained fine-pixel observation, camera and darkroom game. Each assignment

Petalwheel Archive
A six-folio radial match puzzle. Drag any of five concentric botanical rings and align three or more matching specimens along a golden spoke. Five-ring matches charge a season-clearing Sunburst.

Orrery Fugue
An original portrait-first one-touch rhythm game. Read future notes around three clockwork orbits, strike at the ivory needle, and add a new synthesized voice between movements.

PLEATHEART · Every Gate Remembers Your Shape
PLEATHEART is an original one-touch real-time needleloom game. Drag anywhere in the physical stage and a bounded thread pulls Pli toward the touch. Pli is not a sprite that switches between two canned poses: its live velocity continuously determines an axis-aligned body whose projected paper area is conserved.

GUTTERFIST: Every Punch Reorders the Page
GUTTERFIST is a portrait-first spatial tactics brawler played on a live 3×3 comic page. Touch an orthogonally adjacent rival through its open edge. A clean hit swaps the hero's complete frame with the rival's complete frame; surviving rivals rotate their opening according to species. Knocked-out frames remain as physical dead gutters, so a locally correct hit can still strand the run.

CANTORFALL — Every Broken Chime Turns the Unseen Spire
CANTORFALL is a portrait-first 3D helix-smash puzzle built as a self-contained HTML game. The public arcade grammar is immediate: rotate a tower by one detent, plunge through open air or smash a physical platform, build Overtone through consecutive gaps, and never hit a black Silence plate before the fall is charged.

FOLDFACE: The Living Type Foundry
**Every cleared line casts the next shape.**

SHAFTDEBT: Every Ore Opens the Siege
SHAFTDEBT is an original true fine-pixel mine-to-magazine pathfinding defense puzzle. Every accepted cardinal dig performs two inseparable operations: it transfers one stable ore body into the dome's FIFO magazine, and it opens one exact rail edge for the Deep Maw. After the published dig budget, the Maw climbs that authored rail in reverse while the dome fires the ore bodies in their original mining order.

MOLTQUEUE: Every Kill Replaces the Limb You Spent Remix
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.

SIMMERKIN: Every Recipe Evolves the Crew
SIMMERKIN is a deterministic creature-kitchen automation game. Assign Pip, Nori and Mallow to Board, Pot and Pass, load finite ingredients, respect simultaneous one-beat buffer travel and sacrifice a cooked dish to permanently evolve station throughput before public order Patience expires.

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.

MOUSEWALL: Every Pantry Leaves a Scent
MOUSEWALL is an original deterministic fine-pixel hidden-nest builder. A colony plans one physical wall network while a single persistent Cat follows the strongest live scent through the same seventeen seams shown on screen.

Nightjar Typefoundry
A portrait-first letterpress word-building roguelite. Draw through adjacent movable type, print dictionary-validated words, meet three edition targets, and choose foundry tools between editions.

Keelbreak: Every Cut Changes the Balance
A self-contained fine-pixel structural salvage game. Walk Breaker Mara through

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.

TAILTRACK: Every Passenger Repeats Your Lane
TAILTRACK combines a three-lane metro runner with delayed Snake followers. A BFS solver proves the thirteen-beat route; untouched Preview uses the same production actions, three pickups and per-member collisions.

UNDERBLOOM · Every Tunnel Raises the Garden
An original, deterministic dual-layer excavation puzzle for touch-first portrait play. The surface garden and underground archive share exact coordinates: entering one intact underground cell permanently opens a tunnel below and raises one blocking mound above. Recover every root reliquary, mound every brass plate, preserve the flowers, surface through a shaft and reach the gate.

AFTERTASTE
**Every Course Rewrites the Alibi.**

LASTMART: Every Shelf Holds Back the Tide
LASTMART is a deterministic market-management and flood-evacuation puzzle. Sell physical cargo to fund a shutter and shelf reinforcement, then convert the same store into a shelter. Guide Ivo and Senn through adjacent dry zones, secure relief cargo in the Loft, absorb real barrier impacts and pump the live flood graph.

FORGEBOUND · Every Part Remembers
An original, touch-first modular-tool action campaign inspired by the durable design fantasy of Minecraft tool-crafting mods.

CAIRNKEEP: Every Defeat Closes the Road Remix
**Every Fall Changes the Road.**