showing 1 - 50 of 146 gameschevron_leftchevron_right

namepublisher(developer)year arrow_downwarddescription
Asymptopia Crossword Asymptopia Software? labelminimizeminimize
Brick Breaker Premium  Load Up Games? labelminimizeminimize
Brick Breaker Premium 2 Load Up Games? labelminimizeminimize
Brick Breaker Premium 3 Load Up Games? labelminimizeminimize
Frenesia Macgamesandmore?A proprietary game.
[Zerothis]
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JTris author? labelminimizeminimize
Marryampic ?? labelminimizeminimize
XSokoban ?? labelminimizeminimize
KJumpingcube KJumpingcube Team1998Beginning, every cell has a single dot. Each player takes turns adding one dot to one cell and claiming that cell as their's in the process. Each cell can have only as many dots as there are adjacent horizontal or vertical cells (2, 3, or 4). If more than that number are added, the cell 'explodes' sending the extra dots to the adjacent cells and claiming them (if applicable), possibly overflowing one or more of those as well. This chain reaction will continue until all cells have received the overflow without being overflowed themselves. The game ends when one player makes a move that leads to claiming all the cells on the board. labelimagesubject
KMastermind author1998 labelminimizeminimize
KSmiletris author1998 labelminimizeminimize
Kugel author1998 labelminimizeminimize
Klaks author1999 labelminimizeminimize
xtet42 author1999 labelminimizeminimize
KLines  author2000The computer will add three new items to random locations on the board each turn. The player then takes a turn moving any item to any accessible location. A piece can more up, down, left or right to the selected location have a clear path to be a legal move. Diagonal paths are not allowed. The goal is for the player to create a line of 5 or more identical items; which will then disappear. Creating lines scores points. The game ends when the board is completely full. labelimagesubject
GnomerMind author2001This is a Mastermind clone.
For Linux/Gnome systems. Also works under KDE.
[Zerothis]
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KDiamond author;KDE2008Select a diamond and a diamond next to it to swap them. If you form a horizontal column or vertical row of three or more like diamonds, they vanish, points are scored and the row(s) above will fall into the gaps. New diamonds will scroll into the playfield on top. If more rows or columns are forms in a chain reaction, bonus points are awarded. There are multiply difficulty levels with scores awarded appropriately. There multiple themes (diamonds, Egyptian, gems, animals). High-scores are recorded. labelimagesubject
Peces  author2008 labelminimizeminimize
Hypercube author2008Play golf in 2D, 3D, or 4 dimensions. labelminimizesubject
RubyTet Kiba2009 labelminimizeminimize
English Country Tune Increpare games2011The developer claims 2011-11-25 as the release date of every port of this game. I am sceptical, but will note it as such until I find better information.***A fully 3D, greatly expanded, and complex sokoban variant. Navigate the surfaces of cubes with a flipping square. Push spheres into place. Also push beams that push spheres. Additionally, make holes in your square for various purposes. Moreover, leave imprints where you have been, to claim parts or all of the cube surfaces. And this is just the beginning. labelminimizesubject
Fractal  Cipher Prime2011 labelminimizeminimize
BIT.TRIP BEAT Gaijin Games2012 labelminimizeminimize
Blackvoxel blackvoxel2012A Minecraft-like with the ability to create advance programming like blocks. Create enough materials and process them correctly it build machines. Feed more materials into these machines to process them. Create manufacturing process. Arrange the right manufacturing and processing facilities and certain way and you can build flyable a aircraft (for instance). No 'nodes' in this game, [i]everything[/i] is a block. labelimagesubject
FOTONICA Santa Ragione2012 labelminimizeminimize
Ichi Stolen Couch Games2012 labelimageminimize
2x0ng author2013 labelminimizeminimize
Expander All Civilized Planets2013Simple. Expand and contract your block to collect star blocks. Don't collide with anything else. Collect blue stars when blue, red stars when red. labelminimizesubject
flipper just a pixel2013 labelminimizeminimize
Irritum Indie Irritum Games2013 labelminimizeminimize
OpenSpades author2013 labelminimizeminimize
Particulars Surprise Attack (SeeThrough Studios)2013 labelminimizeminimize
Rktcr  TCHOW2013 labelminimizeminimize
Slide Suspicious Technologies2013 labelminimizeminimize
Snake Blocks Spooky Cat2013Weave blocky snakes around the puzzling area. Snake can't intersect. labelminimizesubject
SSVOpenHexagon author2013 labelminimizeminimize
Super Hexagon author2013[media=youtube]2sz0mI_6tLQ[/media] labelminimizeminimize
Chroma Level 72013 labelminimizeminimize
Hexcells Matthew Brown Games;Glassmoon (Matthew Brown Games)2013 labelminimizeminimize
Polygon Storm Glass Knuckle Games2013 labelminimizeminimize
Thomas Was Alone 2013Perhaps an historical first. Figures indicate 1,000,000 sales for this game. Of course, business models of most companies prevent true figures for Linux sales (Linux version is packaged with Windows and/or Mac version). So it's only a guess that this the all time best selling Linux game up to 2014-04-25 labelminimizeminimize
SlideTapPop  Code Runners2013 labelminimizeminimize
Kuatro Uncountable Games2013 labelminimizeminimize
Block Smasher author2013Something of a breakout-like made with ZQuest. Nothing like a Zelda game. Steer left and right while moving at a constant speed up or down. Bounce off indestructible bricks or bricks not matching the current color of your ball. Destroy bricks for score. Destroy bricks matching your color by bouncing off of them. Pass through and destroy broken bricks matching your color. Hit star bricks to change your color. Avoid deadly bricks. Avoid changing color and hitting bricks in a sequence that prevents the level from being finished. Clear each level of all destructible bricks in the allotted time. Do it faster for higher score. Lives are unlimited but deaths are recorded. Try to die less.

Really just a simple little puzzle-lite breakout-like .

Includes 80 levels and comes with tile sets, scripts, and everything you need to modify it in ZQuest (to make you own levels). Warning, it supports your poor design choices.
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Rorschax Carbide Software2013 labelminimizeminimize
Pong author2013This is pong done with the Zelda Classic engine; optionally with various power-ups. Classic mode is pong. Avoid missing ball for high score. In "ball mode", a player claims a ball by touching it with their paddle. Hit 'your opponents ball' or a neutral ball to claim it as your own. Any power-ups the claimed ball hits will be given to that player. When a neutral ball strikes a power-up, it is removed from play. In "grab mode", players grap power-ups be aligning horizontally with them and pressing away from it. First to grab will get the power-up.

Play against another player or the computer at one of four difficulty settings. The second player controls must be defined in the Zelda Classic menu (Ex1←, Ex2↓, Ex3↑ and Ex4→). Left and right are for shooting and grabbing (left or right depends on which side your are playing) in a power-up mode. The scoring is also different than usual; 1 miss means 10 points for the opponent (rather than the usual 1 point) and playing in a power mode means scoring points from other sources. Get 100 points to win. If both players play flawlessly for 60 seconds, the game enters sudden death mode. Sudden death mode does not allow either paddle to be moved by either player as the ball continues on its path (but power-ups continue to function). Direction is not transfered to the ball based on where it hits the paddle (like most pongs), rather, [i]momentum[/i] of the paddle affects direction and speed.

Power-ups:
+5 = 5 Points
⚡ = Temporarily paralyzes your enemy
I = Temporarily make your opponent invisible.
() = Ball deflection ray
↑↓ = Speed up
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FEZ Polytron2013[wip]
At first glance, FEZ is a retro platformer. Yet most of the typical platformer elements, retro or otherwise, are not present. There are no enemies, no powerups or ability upgrades, no reserve of lives, no fire, ice, or water levels levels, no lazers, no deadly decor. The object of the game is as simple as it gets, walk, jump, and climb to explore the world and find the required cubes, the optional anti-cubes, and the optional artifacts. But, this is much more challenging than it sounds.
Gameplay depends not on defeating anything but on understand relationships between game mechanics that people almost never think about. The main concept is viewing the world of 90° angles in 2D but with the ability to rotate the Z-axis of the world 90° in any of the 4 directions. 4 differing views present 4 different layouts for world interaction. Two separate or far spaced surfaces viewed from some angles are joined or close when view and different angles. Visible doors, ladders, objects are hidden in some angles. Open areas are inaccessible in some angles. A button may be located on the far edge of the screen, even behind a wall. But rotate the world and the main character is now touching the button without having moved at all. Tracks that carry floating platforms can be disconnected until rotating the world connects them. Three short ladders on a wall can become a single tall ladder. More advanced levels include 3D slices of the world that rotate independently based on timing and/or player control. There is also the occasion typical platformer element, but it must be used in conjuncture with the unique gameplay. For instance, picking up a bomb and throwing it to land directly in front of a sealed door to break the seal. But the bomb can only seen and picked up at a certain angle, the door is only seen at a different angle, and floating platforms and impassible walls from all four angles must be traversed to deliver the ticking bomb to the sealed door before it explodes. Also, certain elements of the game respond non-intuitively to player input. For instance, lights on a given pillar will light up in a particular pattern for each move a player can make. Jump button, 2 trigger buttons, and 4 direction buttons each have their own icon indicated by the lights. You can imaging how things can get complicated when the main character's movement in the game world intended to operate a puzzle can simultaneously drastically alter which items and areas are accessible (and perhaps make the reword for the puzzle inaccessible). Upgrades of a sort do exist in the game. Not for the main character, rather the player is upgraded when they discover yet another way to manipulate the world to go to places seemingly inaccessible. With this knowledge upgrade, the player can then return to an area and go new places within to find objects that were obscured in previous visits. Most of the 'keys' and 'switches' in this game exist only within the player's mind. Though there are some actual keys and switches in the game as well. The gameworld is rarely spoiled by display of information of information on top of it. A notable exception is dialogs, which are often redundant anyhow. An example, a pillar with a hole and a cube in the hole is encountered. Players will probably think 'I wonder what this is'. A hint hypercube floats close to the player when they approach the pillar. Viewing the hint tells the player "I wonder what this is." Nevertheless, the same hypercube will show a thumbnail of the level a door leads to if the player has seen the level previously. There is also a sort of anti-metroidvania element to the game. As the player explores more areas, solves more puzzles, and collects more objects, voids appear in the world which will suck the player out and kill them. Thus, mobility is hindered by game progress rather than being helped. Yet again, this forces the player to try new things and discover new ways to take advantage of the relationships between game mechanics.
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Bad Hotel Lucky Frame2013 labelminimizeminimize
Polygon DIGAMES Studio2013 labelminimizeminimize
3D Gems gambikules2014 labelminimizeminimize
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