Every games & apps
Creations tagged every on 8x — every one is playable in the browser and open to remix.
1,253 creations · page 10 / 53

BELLHARROW · Every Toll Moves the Dead
BELLHARROW is an original portrait-first dark pixel tactics game. Drag the funeral rope to preview one cardinal step. Every sworn dead declares its destination at the same time; release to toll, move the Bellwarden, and resolve all vows together. Enemies that claim the same stone, cross through one another, or enter tomb-teeth shatter into a scored funeral chain.

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.

TURTLESTACK · Every Command Has a Cost
A portrait-first programming and logistics puzzle inspired by the enduring ComputerCraft / CC:Tweaked Turtle design space. Write finite command tapes for one to three autonomous machines, then watch every Turtle execute one opcode on the same concurrent tick.

OPALLOCK
**Every switch routes both the enemy and the power that kills it.**

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

NEUROVAULT · Every Memory You Install Rewrites the Heist
NEUROVAULT is a standalone 3D neural-heist party RPG. Lead Mara, Ivo, and Kite through twelve authored Orison vaults. Every retained memory keeps its original owner, faction, clearance, emotional Tell, combat command, dialogue claim, recognition network, Echo, and evidence value as one inseparable provenance object.

ECHOFANG: EVERY DODGE ARMS THE NEXT KILL
A premium 3D infinite-survival Roguelike built from one exact combat law: survive the hostile technique on this beat, inherit that same technique as your Echo, then aim it through the horde on the next beat. Where you stand also authors the enemy's next published reaction.

UNDERWEFT: Every Broken Tile Builds Below
UNDERWEFT is an original true fine-pixel falling-tile party puzzle. Every bay offers three stable top-floor plates. Choosing Left, Center or Right commits that exact body: its face engraving shifts it onto one middle rail, the runner crosses that route in reverse, and the plate then falls again according to its back engraving to build the forward bottom route. Unchosen bodies remain physically in the loft.

CAIRNKEEP: Every Defeat Closes the Road
CAIRNKEEP is an original true fine-pixel cairn-building maze tower-defense puzzle. Arm West, East or Crown Watch for the current stable raider. That raider commits to the current shortest road to the gate. The armed Watch fires at the first road cell inside its public range; the defeated body becomes a permanent cairn on that exact cell before the next raider searches for a path.

DAMWEAVE: Every Log Changes the Watershed
DAMWEAVE is an original single-player fine-pixel beaver colony and watershed engineering puzzle. Eight physical basins are joined by eleven directed river edges. Each source pulse is divided through the live graph. A Log lowers one edge's published capacity and therefore raises upstream water, settles silt and removes the same flow downstream. A permanent Notch restores capacity and fish passage. Moisture grows Willows, but a depth-three pool removes a Lodge Heart. The colony can be founded only when every authored wetland target, required mature Willow, source-to-estuary fish path and Lodge c

WAKEBLADE: Every Footfall Draws Tomorrow's Blade
An original deterministic afterimage duel. Luma the brush-tailed quoll never attacks by hand. Every accepted cardinal step arms the tile she leaves with that exact direction; two committed beats later it releases a four-tile blade. Route around your own future cuts, strike moving masks and finish on the exact applause tile before the curtain cap.

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.

HARBORSTACK: Every Line Launches the Ship
HARBORSTACK turns block placement into physical harbor loading. Six three-cell manifests carry distinct cargo; completed rows and columns transfer real hold cells to the Crown ship and raise one of three sail stages.

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.

Meridian Archive
A self-contained five-round fantasy geography deduction game. Turn an unknown 3D horizon, read its authored environmental clues, open the field atlas, and place a brass survey pin among eight islands.

Gilded Rainmaker
A self-contained portrait Pachinko engine-builder. Serve this directory with any static HTTP server and open `index.html`; no compilation or external runtime assets are required.

Cinderpost
An original portrait-first pixel-art fire-rescue tactics game. Choose one move, ranged spray, or adjacent firebreak action, then watch the announced wind advance the fire. Rescue specialists to alter later districts.

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.

COVENGLASS — Every Shelf Joins the Hunt
A portrait-first living-apothecary auto-battler. Arrange a 4 × 4 cabinet of Ember, Frost, and Verdure bottles; matching orthogonal neighbors amplify one another and clusters of three become covens. Seal the cabinet to resolve deterministic exchanges against twelve named creatures across three storm-road chapters.

Cinderledger — Every Card Burns Twice
A portrait-first woodcut roguelike deck duel. Every card begins on its Ink face, returns stronger on its Ember face, then exhausts when played again. Cross three linked trials without letting the Scrivener's heartwood reach zero.

RELIQUARY SHIFT · Every Empty Slot Hunts Back
A self-contained portrait-first pixel-art inventory auto-battler. Rotate and place relics in a 5×6 case, preserve exposed empty cells to amplify their effects, and survive three different glass beasts.

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.

Dead Air Ledger · Every Voice Leaves Two Shadows
A three-case pixel-art maritime AVG where deduction is earned through tuning, inspection, and evidence-supported findings—not dialogue progression alone.

Signal Room 7
A self-contained pixel-art emergency-radio deduction game. Open `index.html` through any static server; no build step or external assets are required.