Every games & apps
Creations tagged every on 8x — every one is playable in the browser and open to remix.
1,253 creations · page 35 / 53

Palindromium: The Last Number Press
A self-contained, portrait-first Number Match / Take Ten elimination game staged as a midnight brass letterpress. Pair two live number sorts when they are equal or total ten and their cells are adjacent, diagonally adjacent, vertically open, or joined by an entirely empty reading run. When no legal pair remains, one faithful press pull prints a stable echo of every survivor after the last live sort.

GUTTERFIST: Every Punch Reorders the Page
GUTTERFIST is a portrait-first spatial tactics brawler played on a live 3×3 comic page. Touch an orthogonally adjacent rival through its open edge. A clean hit swaps the hero's complete frame with the rival's complete frame; surviving rivals rotate their opening according to species. Knocked-out frames remain as physical dead gutters, so a locally correct hit can still strand the run.

SILLAGE
**Every note leaves on time.**

LIFTWATCH: Every Rider Loads the Cable
An original deterministic fine-pixel traction-elevator job simulation. Every button advances one authoritative machine beat. The car retains continuous shaft position and velocity; each rider retains origin, destination, readiness, patience, mass, floor-space footprint, fragility and service state.

PINATLAS · Every Pin Reprojects the Unfixed World
PINATLAS is an original portrait-first living-cartography puzzle. The outer ring holds colored field sightings; the inner ring holds their engraved true sectors. Rotate only the unfixed sightings, drive a pin where both crests agree, then obey that landmark's published projection law. Every correct pin stays physically fixed while all remaining sightings shift—or mirror and shift—around it.

MIGRAWARD · Every Reading Moves the Sickness
An original portrait-first moving-target deduction game. Six impossible creatures arrive at a night veterinary ward. Every instrument gives a truthful binary reading over its visibly marked anatomy chambers, then moves the hidden anomaly along a published direction. The player must update the possible-position set, follow the migration, and seal the exact chamber.

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.

Reliquary Quartermaster
A self-contained spatial inventory autobattler. Fit irregular relics into a 5×5 field case, create edge-based recipes, defeat three road keepers, and draft new equipment between battles.

Last Route
A self-contained portrait pixel-art narrative inspection game. Conduct Route 77 through seven supernatural passengers, spend lantern oil to reveal shadow evidence, and balance fares, ward integrity, and mercy.

Orchardline — Every Row Grows a Season
An original portrait-first pixel block puzzle. Drag living branch pieces onto the 8 × 8 hillside, complete rows or columns, and grow the orchard through spring, summer, autumn, and winter.

CRYPTFOLD — Every Room Falls Into the Next
CRYPTFOLD is an original portrait-first Three.js gravity puzzle. Turn a seven-by-seven reliquary left or right and its entire contents obey the new floor: the Hinge Pilgrim slides to stone, loose coffins settle first, Court Wraiths advance one grave, and floor teeth remain fixed. Arm a finite **GRAVE NAIL** before a fold to hold the pilgrim while every threat rearranges around them.

Hedgewitch Pack · Every Pocket Brews a Fate
A portrait-first spatial inventory auto battler. Arrange twelve botanical remedies inside a 6×7 satchel; adjacency alters damage, poison, healing, guard, and cooldowns when the recipe fights four forest creatures.

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.

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.

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.

POLDERWATCH · Every Pump Moves the Tide
POLDERWATCH is a standalone portrait-first field tower defense. The attacking enemy is an integer sheet of living salt water, not a queue of walkers. Powered windpumps transfer real field volume into finite crystallizer pans; they never delete it. A wet copper cell cuts the physical route from the engine house, while a glass datum raises terrain and displaces—rather than erases—the trapped brine.

SEEDSCRIPT: Every Harvest Appends the Next Move Remix
SEEDSCRIPT is an original true fine-pixel self-extending harvest-tape programming puzzle. Write a short boot tape from Forward, Left and Right, then run the seed machine. Every stable crop harvested during execution enters the ordered basket and appends its own printed command to the live tape tail. The field literally writes the rest of the program.

CALLSHIFT: Every Answer Rewrites the Manual
A portrait-first delayed-message strategy puzzle. One selected signal enters BOOK now, translates on the next beat, and reaches HAND one beat later. The command already in HAND executes first and rotates the decoder before BOOK translates, so every correct answer rewrites the meaning of the next queued message.

PALINVAULT: Every Wall Changes the Shooter
PALINVAULT is an original twin-stick dungeon roguelike where every projectile carries temporary authorship. When a bolt reaches one of the four physical walls, it reflects, reverses allegiance, and then passes through that wall's installed Sigil.

GAVELSHOT: Every Bid Loads the Auctioneer
An original portrait-first auction-order tactics game. Every coin has two inseparable faces: its obverse value wins and strengthens the current lot, then the exact same stable coin enters a two-bid chamber and returns through its reverse Caliber. The player is not solving one bid at a time; they are ordering an entire finite purse against public Reserves, awards and delayed recoil.

THREATHEIR · The Boss Remembers Every Rescue
THREATHEIR is a portrait-first raid tactics puzzle about physical threat custody. Four oath-bearers own exact Crown Seals. The boss strikes the living hero with the largest stack, then passes one Seal clockwise to the next living heir. Every guard, heal and attack therefore edits both the present turn and tomorrow's target.

UNDERTWIST
**Every Pull Turns What Sleeps Beneath.**

RAINCAST · Every Drop Becomes a Spell
A complete portrait-first granular alchemy battler. Rival weather alchemists pour hostile material into one living glass vessel. Choose Rain, Cinder, Night Oil, Sea Salt or Thorn Seed, choose one of seven mouths, and turn the physical mixture into attacks, wards and dangerous heat.

ARCGLASS · Every Throw Rewrites the Wind
A complete portrait-first flying-disc arcade duel. Drag from your runner and release into the glass court. Catch every return by moving the runner under the disc. Cut curves hard, Float remains inside wind longer and Hammer travels fast. Crossing a wind lantern applies its real vector and rotates that lantern ninety degrees, permanently changing every later throw in the match.