Every games & apps
Creations tagged every on 8x — every one is playable in the browser and open to remix.
1,253 creations · page 28 / 53

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.

SILKCUT · Every Fallen Rival Anchors the Next Recall
SILKCUT is an original portrait-first real-time arena game with one input and one physical law. Hold and drag to move the Lantern Moth while rivals, contact pressure and aimed needles remain live. The current anchor and every deliberately touched brass pin form one finite authoritative tether. Release to retrace that exact polyline at lethal speed. Only recall can cut, and the final rival killed in traversal order relocates the stable anchor to its exact fall coordinate.

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.

BLACKOUT CALL
**Every Light Hides a Change.** BLACKOUT CALL is an original portrait-first stage-management strategy. Each cue allows one pool of light. Actors score acclaim only when their mark is visible; stagehands advance active scene changes only in darkness. Light an unfinished change and the audience sees the machinery, costing trust and wasting that crew's work beat.

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

SOULMOLT · Every Body Leaves a Hunter
SOULMOLT is an original portrait-first possession-action puzzle set in a stained-glass cathedral. Tap a vessel to forecast one exact shift, then commit. The soul inherits the destination body's positional ability; the body it leaves hollows into a hunter, seals the arrival stall and attacks on a disclosed clock. Break the Crown while accounting for every body you have ever worn.

Prismcut: The Glassbird Cadence
**EVERY SLICE PASSES THE LIGHT**

Eidolon Museum
An original, touch-first interactive restoration mystery. Remove the painted varnish, recover evidence, and decide which version of a life the museum is allowed to preserve.

TIDEDUE · Every Cure Comes Due at High Tide
TIDEDUE is a deterministic, three-generation party RPG about medical consequences. Poison, Brine-Rot, Numbness, Bloom Fever, Salt Memory, and Tide Hunger never vanish when treated. Cure, Distill, Transfer, and expiry each move the exact condition into one named Brine Debt with a published maturity tide and one future settlement.

GLASSHEART: Every Breath Thins the Wall
An original deterministic fine-pixel hot-glass simulation. One gathered vessel owns five to ten axial zones. Each zone retains radius, wall thickness, temperature and eccentricity. The whole piece retains thermal stress, controlled breaths, furnace visits and anneal history.

Sumi Reef · Every Loop Saves a Species
A touch-first territory arcade game painted as a living ink reef. Leave safe coral, draw a vulnerable thread, and return to the reef to restore every region predators cannot reach.

PAINWARD · Every Cure Moves the Wound
PAINWARD is an original portrait-first tactical puzzle about conserved harm. Before every enemy strike, the Saint must pass exactly one wound between adjacent members of a four-hero covenant. Pain matching its bearer's sigil powers the party's automatic answer; pain beyond a bearer's visible heart capacity breaks the covenant.

LASTCAR: Every Passenger Changes the Train
An original deterministic fine-pixel observation-horror game where the carriage is allowed to change. Every rider owns a real boarding stop, alighting stop, seat and registered luggage. The expected scene is rebuilt from active tickets at every stop; the observed scene is that legal state plus at most one authored anomaly.

DUSKMILE
**Every Passenger Changes the Road.** A complete portrait-first journey RPG. Every mile combines one lane decision with an optional passenger intervention. Mara rewrites debris, Sol rewrites flood, Ivo rewrites fog and traffic, and June doubles supplies in the lane the car actually enters.

WHISKER CHORUS: Every Listener Plays Their Own Skill
WHISKER CHORUS is an original portrait-first tactical chain puzzle. Tap one feline musician to lead. Any unplayed teammate whose ear faces the current performer answers next, but plays their own positional skill. One orientation therefore controls both who can hear and where that cat attacks.

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.

WAYFIRE · Every Departure Changes the Map
A deterministic 3D innkeeper strategy RPG where the inn is the causal engine of a living region. Every completed stay creates exactly one signed Departure Receipt, and every due departure creates exactly one world event naming its traveler, route, site, target, resource lots, witnesses, parent event, and consequences.

LODELOCK: Every Catch Must Fit the Hold.
LODELOCK is a standalone, offline, English-first, true fine-pixel **Winch-Aim Relic-Packing Puzzle**. It fuses the readable swinging-hook decision of a classic mining game with exact polyomino cargo packing at the reducer level. The hook and hold are not two adjacent minigames: one rope detent decides the first live relic intersected by the ray, the relic's contact rotation and its fixed return port above the five-by-five hold.

Glasshouse Alchemist — Every Pour Keeps a Memory
A standalone portrait-first liquid sorting campaign. Tap one vial and then another to move the complete connected surface layer. Matching surfaces and remaining capacity govern every pour.

HEMRELAY · Every Look Passes One Piece
HEMRELAY is a portrait-first fashion relay puzzle. Every model must wear the exact physical garment passed by the previous look. Complete the other crown, cape, body, and step slots to satisfy the current public cut, era, palette, and slot clauses—then choose one worn piece to lock onto the next model. A perfect present look can therefore create an impossible future.

TILLWHEEL: Every Sale Turns Every Shelf
TILLWHEEL is an original coupled-carousel shopkeeping puzzle. Three physical six-hook racks share one sales shaft. The facing product on the selected rack must match the front customer's order. A correct sale removes that exact product and publishes its printed three-rack rotation code, changing every shelf before the next customer reaches the till.

CROPTIDE: Every Harvest Turns the Waterwheel Remix
CROPTIDE is a fine-pixel harvest-coupled irrigation routing puzzle. The waterwheel has one physical direction. `IRRIGATE` sends one water mark only to the bed it faces. A ripe `HARVEST` transfers that stable crop identity into the basket, then rotates the shared wheel by the crop's signed seal. The harvest that scores now therefore rewrites every later route.