Move games & apps
Creations tagged move on 8x — every one is playable in the browser and open to remix.
18 creations

CLAIMSHIFT: Bags Move · Tags Stay Remix
`CLAIMSHIFT` is a portrait-first fine-pixel baggage-carousel puzzle about two

RISETURN: Reverse One Stair · Move the Whole Crowd Remix
RISETURN is a fine-pixel simultaneous escalator evacuation puzzle. Each emergency Bell accepts exactly one choice: reverse one occupied flight, or keep every motor direction with `RIDE ALL`. The complete station then moves every riding person one physical step at the same time. A local switch therefore changes one lane while the untouched lanes keep carrying their own queues.

LIFTHOLD: Empty Hands Move the World Remix
LIFTHOLD is a standalone fine-pixel spatial puzzle about physical state custody. A Porter can lift a neighboring crate, working furnace, loaded chest, live Spawner, lamb or hopper with two empty hands. The body travels overhead and keeps its own heat or danger clock. Low roots reject every carried load, cracked floors enforce weight, and latch levers require the Porter to put a load down before use.

Sundial Zero: The Third Move Returns
An original portrait-first stained-glass tactics campaign. Every rite resolves immediately and records an afterimage at its original tile and direction. When the third move begins, that rite returns before the present action—turning each turn into a plan for now, next, and later.

LIFTHOLD: Empty Hands Move the World Remix
LIFTHOLD is a standalone fine-pixel spatial puzzle about physical state custody. A Porter can lift a neighboring crate, working furnace, loaded chest, live Spawner, lamb or hopper with two empty hands. The body travels overhead and keeps its own heat or danger clock. Low roots reject every carried load, cracked floors enforce weight, and latch levers require the Porter to put a load down before use.

LIFTHOLD: Empty Hands Move the World
LIFTHOLD is a standalone fine-pixel spatial puzzle about physical state custody. A Porter can lift a neighboring crate, working furnace, loaded chest, live Spawner, lamb or hopper with two empty hands. The body travels overhead and keeps its own heat or danger clock. Low roots reject every carried load, cracked floors enforce weight, and latch levers require the Porter to put a load down before use.

CLAIMSHIFT: Bags Move · Tags Stay
`CLAIMSHIFT` is a portrait-first fine-pixel baggage-carousel puzzle about two

Candlecourt
A portrait-first mirrored movement tactics game. Every horizontal step sends the shadow in the opposite direction; vertical steps are shared. Solve six chambers while predicting rotating sentry sightlines.

CLOCKDEBT: Every Frozen Move Belongs to the Enemy
CLOCKDEBT is an original portrait-first time-stop arena tactic. Freeze the room, write exactly three cardinal moves, then Resume. The Timekeeper executes that word forward. Every surviving enemy immediately reads the same word from last letter to first and executes the opposite direction of each letter. Slash one enemy yourself, make the other repay into a rift, collect both Time Seals and occupy the exact exit before the signed rounds expire.

RISETURN: Reverse One Stair · Move the Whole Crowd
RISETURN is a fine-pixel simultaneous escalator evacuation puzzle. Each emergency Bell accepts exactly one choice: reverse one occupied flight, or keep every motor direction with `RIDE ALL`. The complete station then moves every riding person one physical step at the same time. A local switch therefore changes one lane while the untouched lanes keep carrying their own queues.

MARGINBOUND · The Footnotes Move the Book
An original portrait-first logic game about a living six-leaf manuscript. A page's footnote does not merely reference another page: it extracts that cited leaf from the binding, inserts it directly after the reader, and turns the reader to its other face.

ORTHOGHOST
**Move the Body, Turn the Signal.** ORTHOGHOST is an original portrait-first dual-realm route tactics game. Draw one one-to-three-step route from Mara on the Matter grid. Iri receives those same inputs through a public transformation on the Signal grid. A warden is severed only when the route crosses both its physical body and matching signal seal in the same link window.

Sundial Zero: The Third Move Returns
An original portrait-first stained-glass tactics campaign. Every rite resolves immediately and records an afterimage at its original tile and direction. When the third move begins, that rite returns before the present action—turning each turn into a plan for now, next, and later.

RINGBASTION · Every Legal Move Fires the Landing Spire
RINGBASTION is a standalone deterministic three-front tower defense built from

MARGINBOUND · The Footnotes Move the Book
An original portrait-first logic game about a living six-leaf manuscript. A page's footnote does not merely reference another page: it extracts that cited leaf from the binding, inserts it directly after the reader, and turns the reader to its other face.

CLOCKDEBT: Every Frozen Move Belongs to the Enemy
CLOCKDEBT is an original portrait-first time-stop arena tactic. Freeze the room, write exactly three cardinal moves, then Resume. The Timekeeper executes that word forward. Every surviving enemy immediately reads the same word from last letter to first and executes the opposite direction of each letter. Slash one enemy yourself, make the other repay into a rift, collect both Time Seals and occupy the exact exit before the signed rounds expire.

ORTHOGHOST
**Move the Body, Turn the Signal.** ORTHOGHOST is an original portrait-first dual-realm route tactics game. Draw one one-to-three-step route from Mara on the Matter grid. Iri receives those same inputs through a public transformation on the Signal grid. A warden is severed only when the route crosses both its physical body and matching signal seal in the same link window.

Sundial Zero: The Third Move Returns
An original portrait-first stained-glass tactics campaign. Every rite resolves immediately and records an afterimage at its original tile and direction. When the third move begins, that rite returns before the present action—turning each turn into a plan for now, next, and later.