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

QUARRYHOOK: Every Catch Arms the Next Ricochet Remix
Quarryhook is a portrait-first one-button arcade defense built from one physical

HUSHFRAME · Every Photograph Moves the Flock
A standalone portrait field-photography puzzle. Place a two-by-two viewfinder, satisfy ordered exact-composition plates, and account for the rule that every photographed bird immediately advances along its visible cyclic route. A nonmatching exposure is still a real state change.

DUSTLITANY · Every Stroke Moves the Whole Line
An original portrait-first conservation puzzle. Swipe across any mosaic cell: every loose residue in that row or column compresses toward the stroke. A residue leaves the artifact only when the leading piece matches the collector at that edge. Every effective stroke rotates every collector to its next material, so routing and timing are one decision.

AFTERHANDS · Every Owner Leaves a Mark
AFTERHANDS is an original portrait-first fine-pixel exchange puzzle. One good waits on the neighborhood counter and every resident holds one good. Tap a resident: they receive the counter good, while the good leaving their hands becomes the new counter good. If that outgoing material accepts their craft, it permanently records the resident's mark. Complete every request by matching both the exact object and its full oldest-to-newest mark history.

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.

SUNSPINE
**Every Wall Has a Warm Side** is a portrait-first ceramic-tower action game starring Piko, a sun-spotted gecko.

NIGHTGLASS
**Every Beam Wakes a Different Coast.** A complete portrait-first circular attention strategy. Select one of eight coast sectors, choose a free narrow beam or charge-consuming wide iris, then commit one deterministic heartbeat. Only illuminated farms, dynamos, ballistae, fog bells, docks and prisms operate.

KNOCKLINE: Every Hit Rewrites the Street
An original deterministic fine-pixel tactical beat-'em-up. The nine-cell street is the health system: strikes displace raiders, collisions remove balance, crates transmit force, puddles preserve momentum, bollards terminate it, and both open edges are arrest gates. Every player action advances one disclosed enemy-intent beat.

Millrace: Every Drop Works Twice
A self-contained fine-pixel water automation and production puzzle. Program three

Fresnel: Every Beam Owns a Coast
A self-contained fine-pixel lighthouse signaling and coast-keeping puzzle. Walk

TIDEBROOD: Every Capture Becomes the Next Hand Remix
TIDEBROOD is an original true fine-pixel liberty-capture shape-inheritance puzzle. Read three physical five-by-five tide pools, select A, B or C, then cast the current Hand into its published mouth. Coral support stones occupy every other four-neighbor liberty. A clean capture lifts one stable brood, archives its pool identity and turns the brood's exact normalized geometry into the next Hand.

SHIFTTRACE: Every Alibi Leaves a Footprint
An original deterministic fine-pixel single-player social-deduction simulation. Every worker owns one real room schedule for every shift beat. Door logs derive from actual room changes, cameras derive from actual occupancy, interviews derive from actual locations and visible companions, and tool traces derive from ordered physical use history. The culprit must enter the incident room and use the accused tool before a supported case can exist.

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.

TURNWROUGHT
TURNWROUGHT is a deterministic 3D tactical clockwork roguelike. Every Chamber receives the sealed twelve-tooth cassette from the Chamber immediately before it. Advance becomes a Conveyor, Strike a Cutter, Brace a Shutter, Wind an Accelerator, Wait a Dead Tooth, and every untouched tooth after an efficient victory remains an explicit Blank. The next enemy chassis may connect those parts, but it cannot invent, delete, relabel, reorder, or retime them.

WHISKER CHORUS: Every Listener Plays Their Own Skill
WHISKER CHORUS is an original portrait-first tactical chain puzzle. Tap one feline musician to lead. Any unplayed teammate whose ear faces the current performer answers next, but plays their own positional skill. One orientation therefore controls both who can hear and where that cat attacks.

HERDLINE
HERDLINE is a deterministic 3D formation-survivor and lineage strategy game. Three named living Crown deer are the vertices of the only safe triangle. Moving one body redraws its two edges; losing that body destroys both edges; only a documented descendant can inherit the exact corner; and a Migration advances only after all three current carriers physically cross its published gate.

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.

VESPRECLOCK · Every Cast Cools the Other Three
VESPRECLOCK is an original, portrait-first raid cadence puzzle. Four fixed heroes answer a public boss score. A cast resets only its caster to that hero's printed recovery value and cools each of the other three heroes by one. Time itself never restores anyone.

AFTERLIGHT · The World Built Behind Us Remix
A premium, self-contained 3D simultaneous-world puzzle pilgrimage. Every tile one

AFTERLIGHT · The World Built Behind Us Remix
A premium, self-contained 3D simultaneous-world puzzle pilgrimage. Every tile one

Blotbound: The Reciprocal Darkroom
**EVERY ERASED LIE STAINS THE OTHER PRINT.**

PAINTTRAIL: Every Camouflage Teaches the Hunter
An original deterministic fine-pixel hide-and-seek tactics game. Sample the current alcove onto three visible suit bands, match its required silhouette, manage real wet-pigment traces, throw decoys and survive a seeker that permanently learns every material it fails to detect.

Tidecourt Trio
A portrait beach-volleyball tour built around the real three-touch rhythm: move under the serve and Bump, let your AI partner Set, then approach and Spike. Precise contacts build Tide and strengthen the attack. First to five points wins each of five beaches.

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.