Every games & apps
Creations tagged every on 8x — every one is playable in the browser and open to remix.
1,253 creations · page 37 / 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`.

ARREARIS · Every Held Tooth Returns
A portrait-first horology puzzle about conserved motor custody. Select one of four witness wheels to clamp, inspect the exact result, then turn the escapement. The clamped wheel stores one missed tooth; every free wheel repays all stored teeth before taking one new motor tooth.

SCARWIND · Every Clean Pass Moves the Static
SCARWIND is an original portrait-first analog restoration puzzle. Three cassettes share one motor. Every pulse moves every unclamped magnetic scar one frame in the cassette's mounted direction; one physical clamp can hold one tape. Each cassette publishes a single safe waste-leader edge. A case succeeds only when every scar exits through its own leader before motor heat crosses the disclosed limit.

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.

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.

LOSTWEFT: Every Return Leaves the Next Memory
An original portrait-first narrative deduction game set in a rainlit Belle Époque railway lost-property office.

BRICKHEIR · Every Broken Brick Joins the Bar
BRICKHEIR is a complete portrait-first inheritance breaker. Drag a foundry rail beneath the hot heirball. Every wall brick you destroy flies into the left or right edge of the same bar catching the next shot: the paddle grows safer, heavier and materially different.

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.

Glasshymn
A portrait-first stained-glass brick breaker with eight authored rose windows, durability, harmonic combos, multiball, rail expansion, light shields, three lives, interludes, and a finite finale.

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.

Lichenline Rescue · Every Anchor Becomes a Way Home
A landscape-first mountain rescue game built in plain JavaScript and Canvas. Climb three hand-directed rock faces, place limited anchors, rescue a stranded cloud courier, then carry them back down the route you created.

Tidemark Lexicon · Every Word Turns the Weather
A portrait-first word-path game presented as a brass letterpress weather instrument. Drag through adjacent type without repeating a tile, set valid English words, and gain enough pressure to rewrite Gale, Frost, and Eclipse.

Bellflower Nocturne
A complete four-lane portrait rhythm game. Tap notes on the gold wire, hold stemmed notes, build combo and accuracy, and illuminate every sleeping window through three progressively faster nocturnes.

HEXLESSON · Every Cast Finds a Living Pupil
A compact, original turn-tactics game about teaching the enemy your own moves. Every player cast resolves first; the nearest surviving pupil then learns that spell and returns it on its second Bell. Killing the intended pupil does not erase the lesson—it jumps to the nearest survivor.

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

IRISLOOM: Every Gap Weaves the Next Gate
IRISLOOM is a deterministic five-lane precision-flight puzzle. Every safe opening taken now seals that lane two gates ahead and opens its reflected mate. The player is therefore flying through the course and weaving its future at the same time.

CASTHEIR · Every Spell Waits Where It Lands
CASTHEIR is a standalone portrait-first spell-retrieval action arena. A cast is not a timer: it transfers one unique spell from the heir's hand into flight, then leaves that exact identity at its physical landing place. Walk over the rune to reclaim it. An archive seals only after every hostile is defeated and all three spells are carried again.

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.

ROOMRELAY: Every Visit Leaves the House Changed
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.

Vorticity: Every Intercept Needs an Exit
Vorticity is a standalone pixel storm-chasing strategy game. Read limited radar,

Glasswing Conductor
A portrait-first four-lane rhythm recital set in a midnight conservatory. Guide luminous glasswing fireflies into matching instrument flowers across three increasingly intricate movements.

LANTERNSLING: Every Customer Raises the Next Hook
LANTERNSLING is a true fine-pixel service-grown grapple route puzzle. Moth Courier starts beneath one awning with an ordered basket. A left or right release lands at the exact coordinate published by the current lantern. Landing on a waiting customer transfers the next stable parcel and raises that customer's lantern as the sole live hook; leaving it spends the old hook permanently. Reach the closing bell only after every customer owns one parcel.

SIEGEMART: Every Defeated Monster Restocks the Defense
SIEGEMART is an original deterministic shop-management and gate-defense arcade. Three physical shelves hold stable monster bodies. Selling one exact body equips the next guard with its Fang, Bell, Shell, Wing, or Ember weapon law. If that law answers the current attacker's published weakness, the attacker is defeated and its unchanged body serial enters the vacated shelf. A sale therefore resolves the current siege and authors later inventory at the same time.

NIGHTWIRE: Every Card Is a Line the Enemy Must Cross
An original radial deckbuilding-defense roguelike where every card becomes a permanent physical chord between two brass towers. Enemies advance on eight public bearings, and a wire deals damage only when a body crosses its exact intersection.