Every games & apps
Creations tagged every on 8x — every one is playable in the browser and open to remix.
1,253 creations · page 28 / 53

Nightjar Typefoundry Remix
A portrait-first letterpress word-building roguelite. Draw through adjacent movable type, print dictionary-validated words, meet three edition targets, and choose foundry tools between editions.

Sumi Reef · Every Loop Saves a Species
A touch-first territory arcade game painted as a living ink reef. Leave safe coral, draw a vulnerable thread, and return to the reef to restore every region predators cannot reach.

Moonmint Foundry
A portrait-first hybrid-casual Galton-board game built with direct HTML, CSS, Canvas, and JavaScript. Serve this directory statically and open `index.html`; no build is required.

Memento Press
A layered mechanical screw-jam puzzle. Remove visible screws into a limited archive tray, clear matching heads in groups of three, drop overlapping plates, and release the memory sealed beneath each cabinet.

VITRINEWALTZ — The Midnight Department Store
VITRINEWALTZ is an original portrait-first goods-triple puzzle. Tap three matching front goods from three neighboring display towers. The stable goods sell in the exact order tapped; each permanent left/right price-tag arrow then swaps its entire source tower with the neighboring tower. Current elimination therefore authors the next physical adjacency.

SNAGWALL: Every Gate Keeps One Piece.
SNAGWALL is an original true fine-pixel equipment-shedding silhouette relay. A courier enters each gauntlet wearing four to eight stable fittings. Choose **Tower**, **Lean**, or **Duck**. The courier's complete core must fit the carved aperture, while exactly one worn fitting must remain outside it. That fitting transfers to the physical wall; the changed body faces the next gate.

ROOMRELAY: Every Visit Leaves the House Changed Remix
ROOMRELAY is an original portrait-first household scheduling puzzle. A resident may enter only the room named by the current Moment while carrying the requested mood. A valid visit swaps the resident's mood with the room's mood, records that resident as the room's latest memory, and stitches a bond with the Moment's recipient. The day succeeds only when the complete final House Signature matches.

RALLYCHORD · Every Return Retunes the Racket
RALLYCHORD is an original portrait-first racket-sport rhythm game. The racket is one live five-band instrument: every contact reads the struck band and its current tension, emits that note, derives rebound energy and steering from the same state, then retunes only that band for every later return.

Palindromium: The Last Number Press Remix
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.

LINEBOUND: Every Bubble Follows Its Speaker
LINEBOUND is a six-act, portrait-first comic continuity puzzle. Three actors share three reusable action lines. A line may enter a panel only while its last speaker is visible; after it is reassigned, its printed action executes and the bubble follows the new speaker. Sign the exact final cast order, Moon Key holder, and ownership of every line.

MORROWWAKE: The Salt-Pressed Night Deck
**Every taken card turns what sleeps beneath.**

TAPELOOM: Every Rewind Writes the Next Scene
TAPELOOM is an original portrait-first montage puzzle about two counter-rotating memory reels. Every action changes both heads; a splice swaps the live frames and advances both reels. Six authored master tapes use exact final signatures and exhaustively verified unique action programs.

STEPWARRANT · Every Step Becomes an Order
STEPWARRANT is an original portrait-first deterministic tactics game. The Runner moves one cardinal square and leaves a one-use directional warrant on the square they vacated. Every surviving docket then performs its published march. A docket that enters a warrant must immediately follow the complete connected warrant chain; a compelled entry into a Null Seal removes it from the Chancery.

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.

GRAZECROWN: Every Near Miss Joins the Orbit Remix
GRAZECROWN is a seven-lane fine-pixel arcade action game about projectile custody. Every Crownfall volley fills six lanes and publishes one opening. A needle in Halo Wren's lane is a real hit. A needle in either neighboring lane keeps its stable serial, leaves hostile custody, joins the player's visible orbit, and automatically fires through the north gate three pulses later.

BREATHKEEP
**Curate the Space Between**

HOLLOWTWIN: Every Pose Opens One Hall and Blocks the Other
HOLLOWTWIN is an original portrait-first positive/negative silhouette chase. Each paper screen exposes three structural bands: Head, Heart and Foot. Press Crown, Arch or Low. If both occupied bands are cuttable, that exact body silhouette is removed from the upper hall and the same conserved paper becomes a solid obstacle in the lower hall. The Paper Saint advances through the hollow while the Ink Bailiff takes two real pathfinding substeps through the accumulating solid twins.

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.

CRUSTLINE: Every Boost Bakes the Racer
CRUSTLINE is a portrait-first arcade racer built around one irreversible law: holding Boost permanently bakes the body being raced. Tender dough can thread ribbon slits, a golden shell activates glaze drafts, and a crisp body can shatter wafer walls. The player must treat the whole course as one heat curve instead of treating Boost as a free speed button.

CREASEWITNESS · Every Fold Multiplies the Mark
CREASEWITNESS is an original portrait-first paper-engineering puzzle set in a celestial archive. Fold a signed folio along exact edges. One punch cuts every layer under a folded cell; one gold seal touches only its exposed top fiber. Unfold the packet and prove three public witnesses at once: the complete aperture set, the original-coordinate gold mark and the final closing crease.

THORNDEBT · Every Miss Plants a Flower
A portrait-first pixel tactics game about Morrow, a porcelain mantis who keeps

GILTSTEP · Every Treasure Becomes the Way Up
GILTSTEP is a standalone portrait-first throw-and-jump action puzzle. Gilt, a masked attic spirit, steals upward through seven impossible mansion rooms. Every ordinary treasure thrown into a wall becomes a permanent physical platform. The named contract relic must instead remain in the satchel when Gilt reaches the Moon Exit.

MOURNINGSTAR ESTATE
**Every Portrait Lies Once.** A complete portrait-first genealogy mystery. Every living portrait gives two relational memories; exactly one from each portrait is false. Place the family, mark each lie, and seal five increasingly large inquests.

STAGELOOP: Every Step Occupies the Beat
STAGELOOP is a deterministic choreography-programming puzzle. Write independent eight-beat ribbons for Mara, Ivo and Senn, then resolve every performer simultaneously on one seven-mark stage. A shared destination, an edge exit or an incorrect checkpoint pose fails the show.