Every games & apps
Creations tagged every on 8x — every one is playable in the browser and open to remix.
1,253 creations · page 33 / 53

Moonrake Links · Every Stroke Rewrites the Garden
A portrait-first six-hole miniature-golf game staged in a moonlit porcelain garden. Pull backward from the ball and release. Banking shots awaken lanterns that open gates and rewrite each hole.

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

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.

SEARHEIR · Every Supper Lights the Next Wok
SEARHEIR is an original portrait-first spatial cooking game. Drag three stable morsels around one heirloom wok while its three inherited coals pulse together. Each morsel needs an exact integer heat. A course may be served only when all three heats match and all three bodies occupy the physical coal seats. Their final identity-to-seat assignment then becomes the next course's coal map: every morsel keeps its printed `+1` or `+2` flame power.

PHASEKEEP · Every Body Changes the Road
PHASEKEEP is a standalone portrait-first thermal sorting tower defense. Every invader has one stable identity and an integer heat from 0 to 8. Solid bodies use the riveted rail, liquid bodies use the glass gutter, and vapor bodies use the copper flue. An Ember Inductor or Rime Condenser transfers heat without causing damage; the body immediately takes its next road from the phase produced by that transfer.

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.

SCARCOURT: Every Captured Piece Keeps Attacking
An original portrait-first chess-tactics roguelike. The Crown moves one adjacent square per turn. Capturing a living Court piece does not erase it: the execution square becomes a permanent neutral **Scar** that attacks by the captured body's native geometry after every enemy march. Marshal Scars strike orthogonal files, Cantors strike diagonals, Bailiffs make hooked leaps, Notaries strike adjacent files, and the final Sovereign addresses every straight and diagonal file. Scars kill either side and can execute the Crown that authored them.

CASTHEIR · Every Spell Waits Where It Lands
CASTHEIR is a standalone portrait-first spell-retrieval action arena. A cast is not a timer: it transfers one unique spell from the heir's hand into flight, then leaves that exact identity at its physical landing place. Walk over the rune to reclaim it. An archive seals only after every hostile is defeated and all three spells are carried again.

CORDWALTZ · Every Gesture Carries Weight
CORDWALTZ is an original portrait-first counterweighted marionette performance puzzle. Four physical lines are governed by two shared reels: lowering one hand raises the other, and trading crown cord changes the waist. Bar tilt, track position and stage wind then move the same articulated figure. Match a gold ghost silhouette, keep the center of mass over both feet, respect line tension and hold the beat.

SEAMKEEP · Every Fragment Keeps Its Gravity
A complete portrait-first world-fragment puzzle. Nine illustrated folio fragments may be carried one cell or quarter-turned. Aster always travels with the fragment beneath her; after every edit, that fragment's remembered local gravity advances her exactly one page. Collect every golden stitch, never enter a black tear, and arrive at the binding door before the folio's edit thread runs out.

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.

SOLEKEEP: Every Pattern Holds the Walk
An original deterministic fine-pixel pattern-nesting and shoemaking custody game. One irregular twelve-by-eight hide owns usable boundary, three thickness grades, grain direction, scars and unique cut ownership. Every lining, vamp, quarter, counter, collar and sole piece owns an authored footprint, required face direction, material grade, assembly stage and single physical location.

Wardflow: Every Bed Changes the Queue
Wardflow is a standalone fine-pixel emergency-ward network simulation. Route patients, staff, beds, wheelchairs, stretchers, and isolation pods through seven physical wards where every door, room, diagnostic result, escort, contamination contact, power window, cleaning task, rest window, and deadline shares one authoritative state.

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.

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.

AFTERSTEP
AFTERSTEP is a deterministic 3D motion-notation survivor. Combat runs on public eight-beat measures. Crossing a published hostile envelope and exiting before impact without damage writes the player’s exact sampled displacement curve as a Note; a hit, late exit, or unthreatened path writes an explicit Rest. At the same beat of the following measure, only that frozen Note may replay from the measure’s fixed downbeat anchor as a damaging ribbon.

CAIRNKEEP: Every Defeat Closes the Road Remix
**Every Fall Changes the Road.**

Velvet Hour
A touch-first Art Deco bartending game. Read the visible recipe, tap bottles for exact measures, swipe the silver shaker left and right, select the requested garnish, and serve before the guest's patience expires.

OSSUARY TILT · Every Bone Changes the Balance
A self-contained Three.js marble-ritual game for desktop and mobile browsers. Tilt a suspended ossuary table, recover every ritual bone, and reach the marrow gate. Each recovered bone becomes a visible counterweight and adds a permanent directional bias.

Vesper Luthier
A self-contained Three.js tuning game about finishing three commissioned string instruments. Touch a rendered string, drag sideways to turn its peg, release to hear its actual frequency, and bring all four strings into agreement without breaking the string or overstraining the wood.

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

Prismcut: The Glassbird Cadence
**EVERY SLICE PASSES THE LIGHT**

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.

Velvetglass Express
A compact, illustrated hidden-object voyage built as a pure JavaScript HTML game. Search three distinct midnight train carriages for fifteen authored objects while protecting Focus, managing limited hints, and chaining finds for score.