Every games & apps
Creations tagged every on 8x — every one is playable in the browser and open to remix.
1,253 creations · page 14 / 53

Voicing: Every Repair Changes the Song
An original deterministic fine-pixel luthier simulation. Seven commissions arrive as physical string instruments with open seams, shifted soundposts, mismatched bridge crowns, worn windings, slipping pegs and incorrect tension. The player inspects, loosens every string, preserves four labeled tray wells, lifts the bridge only after the body is unloaded, closes seams through method-specific clamp cycles, voices bridge and soundpost, restores or documents replacement strings, fits pegs, reassembles the same instrument, tunes exact witnesses and carries it intact into an eight-note recital.

WATCHKEEP · Every Wall Needs a Witness
An original, touch-first security strategy game inspired by the enduring defended-base systems of Minecraft's SecurityCraft ecosystem. The fixed-step discipline of `games-alex/realmguard` is transformed into an accountable detection chain: automated sentries may fire only at a currently verified intruder.

STAGELOOP: Every Step Occupies the Beat
STAGELOOP is a deterministic choreography-programming puzzle. Write independent eight-beat ribbons for Mara, Ivo and Senn, then resolve every performer simultaneously on one seven-mark stage. A shared destination, an edge exit or an incorrect checkpoint pose fails the show.

Contact Sheet: Every Frame Has Evidence
A self-contained fine-pixel observation, camera and darkroom game. Each assignment

Starbridge Surveyor — Every Island Keeps a Line
A standalone portrait-first bridge-connection logic campaign. Tap two aligned star islands to cycle zero, one, or two bridges. Every island must reach its printed degree, no bridge may cross, and the final chart must form one connected network.

Porcelain Updraft
A portrait-first, one-touch stacking arcade game. Set each swinging porcelain tile; only its overlap survives, while every offcut changes the next layer's wind.

CINDERWATCH · Every Bearing Buys a Minute
A standalone portrait-first pixel fire-lookout game. Align a mechanical sight with a smoke column from Owl, Pine, and Rain towers; triangulate the shared 5×5 map cell; then dispatch a crew along the route that survives the current wind and terrain report.

SNOWPOST · Every Gate Carries the Mountain
A standalone portrait-first Three.js arcade snowboard courier game. Drag or use A/D/arrow keys to carve; tap JUMP or press Space to launch. Deliver post through nine mountain gates and reach the whiteout beacon.

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.

EIGHTEEN MINUTES · Every Answer Arrives Too Late
A standalone illustrated delayed-communication AVG. Serve this directory over any static HTTP server and open `index.html`; no build or network access is required.

Abyssal Ledger · Every Card Changes the Tide
A portrait-first nautical roguelike deckbuilder. Spend three energy, read each boss's next intent, cycle cards through draw and wake piles, and manipulate Ebb/Flood to strengthen attacks across three abyssal acts.

Ember Throne · Every Decree Moves Four Houses
An original, touch-first court governance game. Swipe each decree left or right while keeping People, Grain, Ember, and the Great Houses away from ruin or excess. Conditional decrees remember earlier rulings; eight failure endings and one survival ending complete the loop.

Glassline Dispatch · Every Parcel Finds a Platform
An original axis-sliding postal puzzle combining block-jam immediacy with Sokoban-like move ordering. Dispatch every two-cell parcel carriage through its matching color platform in six hand-authored night shifts.

GLOAMGARDEN · Every Fallen Pest Plants the Defense
GLOAMGARDEN is a portrait-first fine-pixel action defense where kill position

YARDWATCH: Every Yard You Gain Advances Every Defender.
YARDWATCH is a standalone, offline, English-first, true fine-pixel **Yard-Clock Telegraph Football Drive Puzzle**. Choose Flat, Slant or Post. Each route owns a visible catch lane and gain of two, three or four yards. Before the catch, every stable defender advances by that exact gain around its own published coverage clock. A defender landing on the route's catch cell intercepts. A safe catch swaps the physical passer and receiver roles, so the next route buttons address the same route slots but different stable players.

SPLINTERMINT: Every Bounce Shortens the Bank. Remix
SPLINTERMINT is an original true-fine-pixel consumable-bank kinetic mint puzzle. Send one hot blank Left or Right from the current spring bank. The bank's stable die stamps the blank, the struck edge loses one physical timber segment, and the blank lands at the adjacent bank. A sovereign is signed only when its complete die order matches the public assay and it leaves through the right vault.

STILLRELAY: Every Step Calls the Next Light.
STILLRELAY is a self-authored Red Light/Green Light queue puzzle. The mechanical owl publishes two calls. `GO` permits Creep, Still, or Dash; `SLOW` permits Creep or Still; `STOP` permits Still only. Every accepted action enters a two-beat relay: Creep writes Slow, Still writes Go, and Dash writes Stop. What the runner does now becomes the law two beats later.

CROWNBURDEN: Every Shove Transfers the Weight Remix
CROWNBURDEN is an original true fine-pixel stable-burden party-arena tactics puzzle. Every adjacent shove first transfers the defender's front stable burden to the attacker. Only then does the attacker's updated burden count set real push power from one to three cells. Brace reduces incoming displacement by one, but the stolen burden never returns. Chain displacement moves additional bodies without creating additional transfers.

GHOSTPRESS · Every Print Takes Ink Back
GHOSTPRESS is an original conserved-ink printing puzzle for touch-first browsers. Every relief cell performs a literal swap: the paper receives whatever the woodblock held, and the woodblock receives whatever was already on the paper. A commission closes only when the proof exactly matches its target and every reusable block is clean.

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.

NIGHTROOT · Every Tooth Keeps a Name
NIGHTROOT is an original portrait-first gothic deduction game set in a nocturnal memory clinic. Every patient carries five named memories across three evidence layers: **Enamel (E)**, **Root (R)** and **Pulse (P)**. Four memories obey the patient's public five-mark law. One implanted memory violates it. Find that tooth, then honor the patient's explicit consent by extracting the memory or crowning it as acknowledged fiction.

TENSIL · Every Reach Leaves Less to Hold
TENSIL is an original portrait-first conserved-volume climbing puzzle. A living-clay climber owns two physical paws and one fixed body. Move only the glowing free paw. The farther apart the paws become, the thinner the body becomes; the weaker of the two occupied materials and the next crosswind beat decide whether the new span holds.

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.

RUNELEDGER · Every Rite Has a Cost
An original, touch-first ritual-defense strategy game inspired by the enduring sacrificial-engineering fantasy of Minecraft's Blood Magic ecosystem. The fixed-step defense foundation of `games-alex/realmguard` is fully re-authored into a connected-circuit economy: every attack, inscription and emergency offering draws from one crimson current.