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

SECONDTHIEF: Every Enemy Carries a Dying Clock
A standalone portrait clock-hunt puzzle in pure JavaScript. Every accepted step spends one second from Vesper Quill and simultaneously burns one second from every living clockbeast. Step onto a beast before zero to transfer only its exact post-burn remainder. Arrive on the final chime and the beast becomes a permanent solid Time Husk before you enter its cell. Claim both Chrono Anchors and escape with time still alive.

DIAMONDCALL: One Sign Moves Every Runner Remix
DIAMONDCALL is an original five-inning shared-signal baseball relay tactic. A pitch is already on the way. Pull, Center or Push contact publishes a physical landing and the defense's complete base-return schedule. After the bat, every `GO` or `HOLD` reaches every live runner while the ball advances exactly one relay beat.

VARNISH OATH
**Every Stroke Risks the Original.** VARNISH OATH is an original portrait-first tactile conservation puzzle. Examine an aged painting under UV, read where old retouching fluoresces, choose a tool, and reduce each region to the correct historical layer. Cleaning everything is failure: gold leaf may require no treatment, normal varnish one pass, and later overpaint two. Solvent runs deeper through marked capillary cracks.

TRAPLEDGER: Every Fall Publishes the Rule
TRAPLEDGER is a deterministic death-learning trap course. The production Preview uses sixteen intents, three action-specific discovery falls, three retained rule cards and one safe fourth attempt.

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.

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.

Kilnfall
A portrait physics merge game inside the Moon Kiln. Tap to drop one of ten hand-painted ceramic tiers. Matching vessels collide and fire into the next form; every new piece inherits a visible crack. Keep the stack below the kiln mouth and pursue the Full Moon Jar.

AFTERTASTE
**Every Course Rewrites the Alibi.**

Palimpsest Heist
A portrait-first museum deckbuilder. Spend three energy each turn to steal historical fragments, control the alarm, delay the approaching guard, and add permanent specialist cards between three floors.

UNDERLASH: Every Tunnel Becomes the Next Whip
A portrait-first route-combat puzzle in which the tunnel drawn underground becomes a reverse-order attack above it.

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.

HEARTHSHOT · Every Volley Freezes a Home
HEARTHSHOT is an original portrait-first fine-pixel timing defense. Three wall cannons are physically plumbed into three occupied homes. Firing one road transfers one permanent hearth core from that house into its cannon, then the shell pierces every living body currently on the road. A held wall is not enough: dawn succeeds only when every disclosed attacker is gone and all three houses remain at or above their published warmth line.

Changeover: Every Cut Rewrites the Show
An original deterministic fine-pixel projection-booth game. Seven film programs arrive as labeled physical segments. The player permanently splices those segments across Projector A and Projector B, configures focus, carbon-lamp density and sound-drum offset, threads the exact film path, starts both motors and blowers, then advances the live screening frame by frame. Reel A ends on a first cue; advancing again without a valid changeover sends white leader to the audience. Wrong order, a decoy segment, bad focus, bad density, broken lip sync or closed airflow remains causal when that state reac

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.

Cloudharbor Control
A touch-first 3D air-traffic routing game. Touch an aircraft and draw an approach toward its matching floating harbor. Keep routes separated, collect wind seals, and complete three increasingly dense watches.

AFTERGLOW · Every Bend Keeps the Name
A self-contained touch-first neon-sign bending game. Serve this directory from any static HTTP server and open `index.html`. No build, network dependency, or external asset is required.

RIVETRUSH: Every Trick Lays the Next Rail.
RIVETRUSH is an original portrait-first fine-pixel stunt-train score-attack puzzle. The train never rides a prewritten course: each accepted Barrel Roll, Kickflip or Tail Grind resolves an airborne attitude against the live rail and crosswind, then forges a separate stable Left, Level or Right rail beneath the next gap.

ROOMRELAY: Every Visit Leaves the House Changed Remix
ROOMRELAY is an original portrait-first household scheduling puzzle. A resident may enter only the room named by the current Moment while carrying the requested mood. A valid visit swaps the resident's mood with the room's mood, records that resident as the room's latest memory, and stitches a bond with the Moment's recipient. The day succeeds only when the complete final House Signature matches.

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.

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.