Every games & apps
Creations tagged every on 8x — every one is playable in the browser and open to remix.
1,253 creations · page 22 / 53

PAWHEIR: Every Kitten Walks Both Parents' Paths
PAWHEIR is an original portrait-first lineage route compiler. Every adult cat carries two ordered direction genes. Choose two parents, turn the shared Moon orientation, then weave the parents' four genes while preserving each parent's internal order. The resulting four-paw phrase repeats unchanged across the entire roof. If it finds every lost kitten and ends on the hearth at the signed beat, the lineage is certified.

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.

CINDERLOAN · Every Flame Owes the Next
A portrait-first deterministic cooking puzzle set in the copper galley of a nocturnal train. Touch one valve to forecast it, then Fire: the chosen burner borrows one flame from its clockwise neighbor and all four pans immediately gain heat equal to their new flame values.

THROWLOOM · Every Throw Reorders the Air
THROWLOOM is a portrait-first real-time aerial-braid game. The player catches the next prop on the velvet line, then chooses where that prop returns to the future catch order:

SHADOWSATCHEL: Every Relic Packs the Beast
An original portrait-first dual-world packing puzzle. Every stable relic has a material body and a different beast shadow. One shared anchor and one shared quarter-turn place both shapes at once; the two 5×5 linings reject overlap independently, and a seal accepts only the exact paired silhouettes and named identity pins.

CUTBLOOM
**Every Twist Writes the Next Slice.**

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.

QUARRYSHOT
**Every Wall Becomes the Next Volley.**

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.

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.

BANEDICT · Every Spell Forbids Its Final Letter
BANEDICT is a deterministic, single-player boss lexicon puzzle for portrait touch screens. Every hostile verse asks for one semantic office—CLEANSE, EVADE, STRIKE, WARD, or MEND. The player must choose a matching printed spell that does not contain the current forbidden letter. Speaking it makes the spell's final letter the next prohibition.

ECHOCRATER: Every Shot Returns to a Changed Mountain
An original deterministic fine-pixel artillery tactics game where every manual shell returns exactly once at the opening of the next turn. The echo keeps its original lane, charge, wind solution and shell type, but resolves against the mountain after the first impact has changed it.

MOONWEIR · Every Drop Sings
An original portrait-first cathedral waterwork puzzle. Tap an unlocked porcelain instrument to rotate it. Route one living moonwater network through every bell with zero leaks across five authored movements. PILGRIM rewards completion; CANTOR adds par-based gold seals.

VEILWEIGHT
**Every Object Adds to the Shadow.**

SILKREPLY · Every Caught Needle Loads a Knot
SILKREPLY is an original portrait-first intercept-and-return arcade campaign. Drag two living knots to stretch one silk line across hostile needle rain. A crossing needle physically leaves flight and slides into the nearer knot chamber. Lift that knot—or use its release control—and the entire chamber launches perpendicular to the last silk angle, on the side facing away from the Heart.

HEARTHSHOT · Every Volley Freezes a Home
HEARTHSHOT is an original portrait-first fine-pixel timing defense. Three wall cannons are physically plumbed into three occupied homes. Firing one road transfers one permanent hearth core from that house into its cannon, then the shell pierces every living body currently on the road. A held wall is not enough: dawn succeeds only when every disclosed attacker is gone and all three houses remain at or above their published warmth line.

WALLPUCK: Every Rebound Rewrites the Arena
WALLPUCK is a deterministic buildable air-hockey tactics game. Install finite Pulse or Hook modules into physical rink sockets, then control an exact-lane mallet while the puck resolves integer depth, lane, direction, lateral momentum, wall banks, module durability and public Keeper reactions.

Quartet Cabinet
A ten-drawer daily-style word grouping game. Select sixteen letterpress cards into four exact quartets while resisting deliberately overlapping meanings.

Meridian Archive
A self-contained five-round fantasy geography deduction game. Turn an unknown 3D horizon, read its authored environmental clues, open the field atlas, and place a brass survey pin among eight islands.

Inkbound Exorcist
A self-contained touch-calligraphy combat game. Draw eight directional wards with one continuous stroke, build a damage combo, and return three ink demons to their scrolls.

Hushline Opera
A self-contained, portrait-first pixel stealth puzzle. Open `index.html` through any static HTTP server. No build step or external runtime assets are required.

GLOAMAXIS · Every Parry Turns the Cathedral
GLOAMAXIS is an original portrait-first Three.js action ritual. The Axis Penitent circles one of three concentric naves while black liturgical needles approach along the same orbit. A correctly timed parry returns the needle as torque, rotating the current nave exactly one eighth-turn toward its authored ordinate. Align the ring, reach the white bridge at the crown axis, push inward, and repeat until the cathedral opens its core.

Glasshymn
A portrait-first stained-glass brick breaker with eight authored rose windows, durability, harmonic combos, multiball, rail expansion, light shields, three lives, interludes, and a finite finale.

Echowell Pilgrim — Every Sound Draws a Wall
A standalone portrait-first sensory stealth maze. Spend resonance to reveal walls through expanding echo rings, remember the corridor, collect wells, and leave each chamber before its sound-seeking moth reaches the pulse origin.