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

Lumenreef Keeper
An original, dependency-free portrait browser game about guiding a living lanternfish school through tidal rings. Drag the lure, preserve formation, and spend scarce sonar pulses against glassjaw hunters.

Cinderpack
A portrait inventory-building roguelike about carrying the final ember across six hostile roads. Relics occupy a 5×4 pack; their shape, rotation, contact edges, and tags produce attack, Ward, speed, healing, Burn, and maximum-life builds. Battles resolve from the arrangement rather than hidden card order.

FALLRIGHT: Every Cut Changes the Ruin
FALLRIGHT is an original deterministic fine-pixel controlled-salvage puzzle. Every Footing, Timber Joint, Masonry Load, Marked Salvage crate and Glass Relic occupies one exact yard coordinate and belongs to one physical support graph.

KEYBRINK
**Every Missing Step Borrows a Control.**

Echo Florarium — Every Beat Grows the Next Note
A portrait four-lane rhythm game set inside a living Art Nouveau greenhouse. Tap flowers as they cross the gold root line. Accurate hits bloom permanently in the garden and generate echo notes one bar later, making performance alter the future chart.

SPINEHAND: Every Insertion Chooses the Next Hand
An original deterministic living-shelf puzzle. Quill the pangolin archivist holds exactly one stable book. Insert it at either end of Shelf A or Shelf B; the complete row shifts one slot, and the far book is ejected whole as the only book Quill may move next.

Slabline: Every Track Loads the Slope
An original deterministic fine-pixel ski-patrol action strategy. Seven descents share one physical rule: every carve advances one row, leaves two permanent ski tracks and writes load into one snow cell. A light patroller applies one unit; an attached rescue sled applies three. Marked weak layers cannot carry the loaded sled unless a finite snow picket was planted into that exact next row and lane before entry.

STEPWARRANT · Every Step Becomes an Order
STEPWARRANT is an original portrait-first deterministic tactics game. The Runner moves one cardinal square and leaves a one-use directional warrant on the square they vacated. Every surviving docket then performs its published march. A docket that enters a warrant must immediately follow the complete connected warrant chain; a compelled entry into a Null Seal removes it from the Chancery.

HUEDEBT: Every Color You Wear Is Missing Somewhere Else
A standalone portrait route puzzle in pure JavaScript. Borrow an exact pigment from a framed mural into the Primerling's Chest or Tail band. The donor visibly turns white. Chromatic gates read Chest before Tail; Lens marks wait beyond them. Return every physical pigment to its immutable donor and reach the archive with a clean body.

Pale Frequency
A five-broadcast interactive radio mystery with a tactile tuning mechanic, persistent narrative variables, and three endings.

MASKRELAY: Every Step Trades Your Disguise
MASKRELAY is an original prop-swap searchlight stealth game. Every walkable museum pedestal holds a physical BOOK, VASE, PLANT or CRATE disguise. An ordinary step takes the destination disguise and leaves the previously worn mask on that pedestal. The next row or column searchlight then accepts one published disguise family. Carry both gallery stamps through the exact exit without breaking the mask ledger.

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.

Chimefall Arsenal · Every Ricochet Wakes Another Bell
A portrait-first Three.js action roguelite about forging the next volley from bells struck by the current one. Drag upward from the lower court, release three CCD bell-shots, and break every clockwork procession before it reaches the railbow.

BACKHINGE: Every Exit Turns the Room Behind You Remix
BACKHINGE is a commercial-scale impossible-house puzzle built around one original law: Nell may cross only a reciprocal doorway, and the room she leaves then turns one quarter behind her. Every move therefore changes both the current route and the future return topology.

OATHWROUGHT · Every Promise Takes a Hand
A deterministic 3D tactical party RPG built around one conserved law: every unfinished promise occupies one exact hand of one living bearer. Oaths keep stable identities, immutable wording, named beneficiaries, witnesses, places, stakes, due predicates, exact hand slots, and append-only histories. Transfer, fulfillment, testimony, and breach change the world instead of toggling quest flags.

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.

MIGRAWARD · Every Reading Moves the Sickness
An original portrait-first moving-target deduction game. Six impossible creatures arrive at a night veterinary ward. Every instrument gives a truthful binary reading over its visibly marked anatomy chambers, then moves the hidden anomaly along a published direction. The player must update the possible-position set, follow the migration, and seal the exact chamber.

REELBOUND: Every Take Joins the Cast
A complete touch-first simultaneous-programming puzzle set inside the last Art Deco picture palace. Edit one movement command per film frame, switch between performer takes, and project every strip at once. Cue plates open doors, blackout marks protect exposed film, ODD/EVEN shutters demand timing, duet marks require two prints on the same frame, and every original reel plus numbered final mark must survive the cut.

Chimeward Foundry
A portrait pixel-art ricochet ritual combining evergreen brick breaking with light between-level build choices.

VOWTURN · Every Fallen Knight Swears the Other Oath
VOWTURN is an original portrait-first real-time allegiance autobattler. Raise Bulwarks, Lancers, Cantors and Moth Knights on one physical oath bridge. A knight's first defeat flips its allegiance at the same position while preserving its role, kills and braid rank. Its second defeat shatters it permanently.

MORPHLOOM: Every Landing Remembers Your Shape
MORPHLOOM is an original portrait-first gesture-action game. Swipe while a tiny living pigment is airborne: **up** imprints a high Bloom arc, **left/right** imprints a lateral Glide, and **down** imprints a low Moss return. The destination pane remembers that material. Leave a later landing untouched and it automatically repeats the stored route.

VITRAIL VOW — Every Dash Leaves a Second Pilgrim
A portrait-first sacred-futurist runner through a drowned cathedral metropolis. Drag the Reliquary skiff across three stained-glass lanes, brake beneath golden cantor bars, and divide through ruby shard gates. Every dash leaves a pale Echo Pilgrim on the lane you abandoned: it can gather light independently and must hold one half of a Duet Seal while you cross the other.

RAINWARD · Every Block Becomes a Watershed
A complete portrait-first falling-block hydraulic strategy game. Every committed polyomino becomes permanent civil engineering: runnels conduct, reedbeds filter, copper gates lift pressure, and loadstone supports without carrying water. Bind each source to every settlement, keep the salt fault dry, and finish inside the basin's pressure charter.

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.