Leaves games & apps
Creations tagged leaves on 8x — every one is playable in the browser and open to remix.
48 creations · page 1 / 2

SIDEBAND: Blue Enters, Orange Leaves
`SIDEBAND` is a deterministic synchronous-routing puzzle inspired by machine-side configuration in long-running Minecraft technology mods. Blue faces receive, orange faces dispatch, and one configuration change precedes a global material pulse.

BREATHDEBT · Every Spell Leaves the Air Behind
BREATHDEBT is a portrait, one-thumb underwater action RPG set in a drowned cathedral. Casting never deletes its resource. Each spell moves exact Breath out of the player's lung, carries it to the impact point, and leaves it there as physical bubbles:

AGARWARD · Every Cure Leaves a Living Edge
AGARWARD is an original portrait-first living-culture strategy puzzle. Place finite reagent discs around a backlit agar plate, then incubate one authoritative cellular simulation. Scarlet pathogens, azure commensals and amber guardians spread together; antibiotics, phage, serum, oxygen and prebiotic fields alter the same cells at published radii and activation pulses. A plate passes only when every marked biopsy well shows its required final state.

AGARWARD · Every Cure Leaves a Living Edge
AGARWARD is an original portrait-first living-culture strategy puzzle. Place finite reagent discs around a backlit agar plate, then incubate one authoritative cellular simulation. Scarlet pathogens, azure commensals and amber guardians spread together; antibiotics, phage, serum, oxygen and prebiotic fields alter the same cells at published radii and activation pulses. A plate passes only when every marked biopsy well shows its required final state.

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

BREATHDEBT · Every Spell Leaves the Air Behind
BREATHDEBT is a portrait, one-thumb underwater action RPG set in a drowned cathedral. Casting never deletes its resource. Each spell moves exact Breath out of the player's lung, carries it to the impact point, and leaves it there as physical bubbles:

SILLAGE
**Every note leaves on time.**

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.

Rootscript: The Heirloom Garden Remix
**EVERY MERGED TRIAD LEAVES ONE HEIR.**

PELAGIC INDEX: Every Voice Leaves a Wake
An original portrait-first acoustic deduction game. Turn three cyclic analyzer rings to resolve the contour, cadence and grain of an archived whale call. Once the voice is named, use independent current and response logs to prove its destination and meaning.

MOUSEWALL: Every Pantry Leaves a Scent
MOUSEWALL is an original deterministic fine-pixel hidden-nest builder. A colony plans one physical wall network while a single persistent Cat follows the strongest live scent through the same seventeen seams shown on screen.

TIDECOURT · Every Order Leaves a Shore
An original landscape-first tactical RPG played on a flooded 7×7 isometric

TIDELUME — Every Current Leaves a Memory
A complete touch-first flow-field physics campaign built as a deep source remix of **Aurora Pearl Current**. Paint short currents behind a luminous Pearl, protect its nacre layers, wake three Lumen Seals and carry their light into the shell gate across six living tide charts.

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.

FRESCOSHIFT: Every Color Leaves a Trail
FRESCOSHIFT is a deterministic paint-camouflage restoration stealth game. Carry finite Blue, Red and Green pigment through one physical gallery, leave wet footprints, create stronger restoration marks and hide against an exact matching wall while the Lantern Guard follows the strongest-newest live trail.

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.

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.

TELLSTONE: Every Claim Leaves a Shadow
TELLSTONE is an original deterministic fine-pixel bluff-table game. The Warden, Morrow and Vesper each hold a physical cup of Moth, Key, Crown and Flame stones drawn from one known bag. Every live claim must rise in quantity or mark. Calling a false claim extinguishes the bidder; calling a true claim extinguishes the challenger.

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.

PELAGIC INDEX: Every Voice Leaves a Wake
An original portrait-first acoustic deduction game. Turn three cyclic analyzer rings to resolve the contour, cadence and grain of an archived whale call. Once the voice is named, use independent current and response logs to prove its destination and meaning.

HUSHWORK: Every Repair Leaves an Echo
HUSHWORK is an original deterministic fine-pixel asymmetric chase-rescue game. Mara, Ivo and Senn occupy exact rooms, Breath, Active, Hidden, Thread-Bound or Escaped state. One Listener occupies a real room and follows the strongest newest physical echo through the same eleven-door graph used by the crew.

SIDEBAND: Blue Enters, Orange Leaves Remix
`SIDEBAND` is a deterministic synchronous-routing puzzle inspired by machine-side configuration in long-running Minecraft technology mods. Blue faces receive, orange faces dispatch, and one configuration change precedes a global material pulse.

Rootscript: The Heirloom Garden
**EVERY MERGED TRIAD LEAVES ONE HEIR.**

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.