Every games & apps
Creations tagged every on 8x — every one is playable in the browser and open to remix.
1,253 creations · page 27 / 53

BIERLINE — Every Push Opens Another Grave
An original portrait-first pixel tactics game about reading a funeral procession one turn ahead, stepping beside a heavy bier, and committing it to a stone rail. The bier crushes anything it can overcome, but its new resting place rewrites every route to the Reliquary.

TIDEBROOD: Every Capture Becomes the Next Hand Remix
TIDEBROOD is an original true fine-pixel liberty-capture shape-inheritance puzzle. Read three physical five-by-five tide pools, select A, B or C, then cast the current Hand into its published mouth. Coral support stones occupy every other four-neighbor liberty. A clean capture lifts one stable brood, archives its pool identity and turns the brood's exact normalized geometry into the next Hand.

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.

BLACKTITHE · Every Relic Makes the Dark Hunt Faster
A complete portrait-first Three.js dungeon extraction game. Enter five authored catacombs with a hand-held censer, recover sixteen saint relics, and return to the iron lift while every recovered light makes the resident hunters act sooner.

QUARRYHOOK: Every Catch Arms the Next Ricochet
Quarryhook is a portrait-first one-button arcade defense built from one physical

RELAYFIST · Every Enemy Becomes the Next Blow
RELAYFIST is a complete portrait-first tactical action game built around one persistent projectile. The Bellhand stands between two advancing fronts. Choose left or right while the core is in hand. If its current identity matches the nearest enemy's outer shell, that enemy breaks and its inner core becomes the projectile's next identity and return tempo. Hit or miss, every survivor advances.

NIGHTROOT: Every Harvest Erases the Road
A standalone portrait moon-garden puzzle built in pure JavaScript. Walk only on crop-cast shadow. Harvesting moves that exact plant into the vampire's hands and removes only its owned shadow cells; a cell survives when another planted root still contributes it. The cutting must be replanted in a fresh bed before the open grave gate will accept the harvest.

OVERBALANCE: Every Hit Moves Both Fighters
An original deterministic fine-pixel physics brawler. Read the public rival intent, close footing, strike, kick, clinch, heave, brace or spend a loaded rope rebound. Every impact moves its target and applies real attacker recoil; edge ropes store impulse until they rebound a fighter or break beneath a final throw.

Palimpsest Apothecary
A self-contained portrait diagnosis and recipe-planning game. Serve this folder with any static HTTP server and open `index.html`; no build or external assets are required.

LOOPLARCENY: Every Failed Run Joins the Crew
LOOPLARCENY is a dependency-free, English-only, fine-pixel recorded-self stealth heist. A player authors a complete A1 route, commits that exact route as a physical replay, then moves A2 beside it. Gates open only when A1 occupies the required plate on the public contract beat. A2 must cross, take the Moon Reliquary, and exit without colliding with A1 or entering a deterministic watcher ray.

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

Thornward Orchard
A portrait-first vector tower defense. Spend seeds to plant bramble bows,

UMBRAIL: Every Shot Moves the Shade
UMBRAIL is a five-court, eight-bearing solar tactics game. A shot resolves damage, turns the public Sun, recomputes three obelisk shadows, and then advances only the surviving bodies left in light. The attack and the next defensive board state are therefore one decision.

OBOLWAKE · Every Coin Becomes the Next Crossing
OBOLWAKE is an original portrait-first Three.js skill-and-path-building game. Cast finite iron obols into the mourning river. Every landing becomes a physical node in a directed crossing graph; when the chain reaches the dawn gate, call a waiting shade across. Current bends the forecast, hungry river forms can consume a throw, and later passages require the first coin to sink after each soul—forcing the player to rebuild the beginning without losing the far shore.

MASKWAKE
MASKWAKE is a deterministic 3D mask-ledger action roguelike. Every spirit verdict belongs to the one mask currently worn. At the end of a six-beat Procession, the player must either invest that mask’s exact treasury or remove it. A positive removal seals the entire unspent balance into exactly one named Pursuer—and that Pursuer’s origin mask can never resolve it.

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.

GLASSDEBT: Every Blow Comes Back Down
An original portrait-first three-lane destruction tactics game. Every pane Mica

STONEWAKE · Every Wall Hides a World
A portrait-first underground excavation strategy game inspired by the long-running StoneBlock survival format. Echo solid rock, select one connected frontier, excavate mineral seams, place load-bearing braces, vent gas and water, and awaken the buried Strata Engine across seven increasingly dangerous layers.

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.

Cloisonné Flight
A portrait-first, standalone tap-to-blast rescue puzzle. Tap connected enamels, fire Rosettes from groups of five, create Phoenix Seals from groups of eight, and crack adjacent copper cages before moves run out.

HUSHBEARER — Every Step Wakes the Bell
HUSHBEARER is an original portrait-first Three.js burden-stealth procession. A hooded bearer walks automatically through five funeral roads while a fully articulated bell swings on a back yoke. Each lane change adds momentum to the bell. Crossing the published red arc produces a real chime event and wakes only the Closed-Eye Sentinels close enough to hear it. Hold **HUSH** to trade speed and finite wax for stronger damping.

MOTHCOURT: Every Omen Needs a Witness
An original, portrait-first hidden-information duel for touch and mouse. Assign a sealed omen to either witness; the chosen witness's resulting Scar count then determines how far the hidden orbit jumps. The choice that resolves the present also rewrites the future.

BRIEFLOOM
**Every Finished Brief Rewrites the Desk**

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.