Every games & apps
Creations tagged every on 8x — every one is playable in the browser and open to remix.
1,253 creations · page 15 / 53

PARALLAX HOUSE
**Every Window Moves a Room** is a portrait-first spatial projection puzzle about sliding three depth panes until cloud bridges, architecture and garden rails become one walkable path.

VITRAL OATH
**Every Pane Owes the Light** is a portrait-first stained-glass logic game. Touching a pane flips itself and its single lead-parent closer to the window heart. Restore all twelve panes.

FALSESAINT · Every Relic Lies in One Material
A portrait-first, no-build Three.js inspection horror game. Rotate each relic, compare three material observations against its family Canon, then **Enshrine** the authentic or **Burn** the false.

RAINLEXICON
An illustrated, touch-first language deduction game. Read environmental evidence, compare recurring glyphs, and restore seven words across three connected weather tablets.

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.

Morrowglass Observatory · Every Orbit Remembers the Last
A portrait-first clockwork constellation roguelite. Rotate three independent orbits, release a comet through the north meridian, and build scoring laws across three escalating acts.

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.

Chrysalis Court · Every Match Awakens a Wing
A self-contained Art Nouveau match-3 campaign for mobile and desktop browsers. Swap adjacent stained-glass butterfly wings, trigger cascades and line/prism powers, release the bound court, and defeat the Glass Empress across three acts.

Ink Armada · Every Gate Rewrites the Fleet
An original ink-wash arithmetic-gate strategy runner. Drag the fleet through addition or multiplication currents, then pay the resulting ships in four attritional battles and a final flagship duel.

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

COPPICEWAY: Every Chop Moves the Forest.
COPPICEWAY is an original portrait-first fine-pixel spatial puzzle about conserved tree material. Walk into a valid standing tree to fell it. The trunk lands one cell forward as a permanent bridge; the far bank receives the player; the crown obeys the tree's immutable lean and roots one perpendicular cell away as a permanent sapling. One action therefore opens water and closes land.

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.

COUNTERSEAL · Every Card Becomes Their Reply
COUNTERSEAL is a standalone portrait-first card-custody puzzle. Six stable cards are always conserved between your three-card hand and the Velvet Regent's three-card Reply queue. Speak one card: its pale Claim resolves now, that exact identity crosses to the far end of the rival queue, the oldest dark Reply resolves, and that oldest card returns to your hand.

COUNTERSTEP · Every Parry Trades Places
COUNTERSTEP is an original portrait-first real-time action ballet. The player has no joystick and no free dodge. Every enemy strike engraves its destination when the telegraph begins. Tap the white-hot attacker inside the final parry window and the two fighters exchange exact positions. Every other committed attack still lands on the abandoned mark, so the attacker inherits the court's own crossfire.

Prototype
Play Prototype — a browser mini-game.

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.

KNOTWAKE · Every Bend Stays Behind
KNOTWAKE is a portrait-first path-planning puzzle about permanent consequences. Select either of two matching spools, then route an orthogonal thread through adjacent empty pegs to its twin with no more than two bends. The spools leave the loom, but every bend hardens into a colored knot that blocks all later threads. Victory requires the surviving knots to match every signed peg exactly, with no extra knot.

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.

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.

MIRTHGLASS: Every Smile Has a Dangerous Middle
**Every Smile Has a Dangerous Middle.**

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.

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.

Waggle: Every Dance Becomes a Road
A self-contained fine-pixel hive routing and evidence-management game. Read four