showing 50 games

namepublisher(developer)year arrow_downwarddescription
bbm author? labelminimizeminimize
Chaos Caverns Dan's Remakes? labelminimizeminimize
Fish Supper Triplefox? labelminimizeminimize
SuperBunguru author? labelminimizeminimize
Zep's Dreamland LoomSoft2003An addictive and challenging block-building puzzler where you control the cute little blue character, Zep, and help him navigate through an obstacle-filled dreamland.

Use Zep's magical power to create or destroy blocks in order to help you change the landscape and reach each dream's exit. Easier said than done! Zep's abilities are powerful, but he can't build things wherever he wants. The dreamland is filled with dead-zones that prevent Zep from being able to conjure up blocks. These, and many other obstacles will block Zep's path.

It's up to you to determine the best (and sometimes only) way to get around them in order to help him wake up.***Zep must build blocks to make through puzzle platform levels. Blocks can only be conjured if standing on normal original dreamworld materials, not other conjured blocks and special blocks that prevent conjuring of all or some types of blocks. Includes a level editor and many consumer generated level sets are available for download from the official website.
[Zerothis]
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B.A.L.L.Z.  Darkbits2007 labelimageminimize
Giana's Return Giana's Return Team2010A clone/sequel to the famous Super Mario Bros clone for Commodore 64 (and other system). Giana is drawn back into the fantastic land by the call of her sister Maria. Giana and Maria are now considered heroes there. Collect the rubies, bop the enemies, defeat the Evil Swampy who has stolen the magic ruby and kidnapped Maria. labelimagesubject
Cubeosphere author2010[media=youtube]x098KTPtUdk[/media] labelminimizeminimize
Sqrxz Retroguru2010 labelminimizeminimize
Sqrxz 2 Retroguru2011Another day another journey... As living on planet earth and its surrounding solar system seemed boring Sqrxz decided to check out another location in the universe. Just in case and to be extra careful he took a pocketful of emeralds with him to keep him in ready cash, but after starting his exciting journey he realised all his emeralds are suddenly missing! Retracing his steps Sqrxz notices mysterious creatures popping up all over the place to hinder him in his search... Oh what troublesome days... Help poor Sqrxz get back all his emeralds!

[media=youtube]Q3cbJ0UW8Lg[/media]

Sqrxz 2 is a Jump’n'Run which requires a sharp mind and fast reflexes, high frustration is guaranteed. Original Sqrxz made by Marcus Vesterlund (Maze) and John Holmvall (Hojo).

Sqrxz 2 is a sequel to this game created by Rodolphe Boixel (Thor), Shahzad Sahaib (Kojote), Alexander Wiklund, Simon Butler and Jane Mumford (Jayne).

Sqrxz 2 uses code of the following Open-Source projects in an unmodified form: SDL, SDL_Mixer, libmodplug and zlib - you can get the source code of the mentioned libraries by visiting the respective homepage, as we do use the official standard versions. The use of those libraries is also promoted with a screen "ingame". If anyone wants to have the object files, feel free to ask.

Features:[list][*]Tough challenging gameplay – Extremely difficult; not for weaklings!
[*]Retro graphics!
[*]Hidden passages to discover!
[*]10 tricky n’ hard levels!
[*]11 marvellous chiptunes!
[*]Top 10 highscore!
[*]Infinite continue mode, which you will need badly in order to practise!***[media=youtube]Q3cbJ0UW8Lg[/media]
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VVVVVV Distractionware2011Play Captain Viridian who during evacuation of his ship, became separated from the crew and was zapped it the VVVVVVth dimension. Captain Viridian can reverse gravity of the environment at will to navigate the gameworld and avoid hazards. Help him rescue his crew and return to normal space. labelimagesubject
Super Meat Boy  Team Meat2011[spoiler=language warning;close Tommy Refenes]"Linux is garbage"
"Linux can fuck off for all I care."
"Fuck off, indefinitely."[/spoiler]
[Tommy Refenes]***[media=youtube]9hhFBrVCp6Q[/media]
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BearGame author2012 labelminimizeminimize
Escape Goat MagicalTimeBean2012 labelminimizeminimize
Lara Croft and the Guardian of Light  Square Enix2012 labelminimizeminimize
Waking Mars Tiger Style2012 labelminimizeminimize
Sqrxz 3 - Adventure for Love Retroguru2012 labelminimizeminimize
Dustforce  Hitbox Team2012 labelminimizeminimize
8BitBoy Awesome Blade Software2012OMSRP $8.99***[b]Who's 8BitBoy?[/b]
8BitBoy is out of a job, and quite frankly depressed about it. Then he remembers all the good times he had as a kid, playing his 8-bit console. He finds it in the basement along with a strange looking cartridge he plugs in right away, and get sucked into this vivid world of platforming mayhem!
Finally somebody has made a solid engaging platformer, just the way you like them with deep engaging gameplay, tack sharp controls and understanding that less is more!

[b]Features[/b][list][*]12-16 hours of main story gameplay!
[*]Great Replay Value
[*]Razor sharp controls
[*]Inventive strategic saving system
[*]250+ hidden locations!
[*]5 epic bosses[/list]
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Blood of the Werewolf Scientifically Proven2013 labelminimizeminimize
HueShift All Civilized Planets2013 labelminimizeminimize
Isaac the Adventurer: The Curse of Moorden Artisiti (Studio Vrtinec)2013 labelminimizeminimize
Terminus author2013Apterus is a normal horse, sort of. She wants to become a Pegasis. With a pair of mechanical wings she aims to reach the top of Mount Olympus and beg for real wings from the gods. If the lesser deities and mythic monsters don't kill her along the way the gods might do it themselves. labelimagesubject
The Cave Sega (Double Fine Productions)2013 labelminimizeminimize
Bleak  Tenwall Creatives2013 labelminimizeminimize
A Boy and His Cursor author2013A one-screen-at-at-time side-view platform puzzler. Effect certain blocks with the mouse (the co-protagonist of the game), other blocks can be manipulated directly by Link. Destroy blocks, move blocks, touch the gem to complete each level-room. labelimagesubject
You Still Won’t Make It  Vetra Games2013 labelminimizeminimize
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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Mark of the Ninja Microsoft Game Studios (Klei Entertainment)2013 labelminimizeminimize
Inescapable Magnetic Realms2013 labelminimizeminimize
Chester United Brilliant Blue-G2014In this platformer, switch between different themes to change the way the player can interact with the game world. Themes themes from plain, retro 8-bit, 80s LCD, 90s LCD, blueprints, sketchbook, and nine more. Chester also comes in different styles and need not match the current game world style. Each mode allows access to different gameplay effecting content. Earn experience. Collect different items dropped by enemies to unlock characters and content, purchase upgrades. Experience the game world in Easy, Normal, Hard, and D. difficulties. labelminimizesubject
Cloudberry Kingdom Pwnee Studios2014[media=youtube]zofPDATdR7M[/media] labelminimizeminimize
Herbut's House Perpetual Pyramid2014 labelminimizeminimize
Lumo Triple Eh?2014 labelminimizeminimize
Yes Chefica com.ovaN2014 labelminimizeminimize
You Have To Win The Game Minor Key Games2014 labelminimizeminimize
Escape of the Cat author2014 labelminimizeminimize
A Short and Simple Platformer  author2014 labelimageminimize
Sqrxz 4 - Cold Cash Retroguru2014 labelminimizeminimize
BattleBlock Theater The Behemoth2014 labelminimizeminimize
SDLPoP  author2014The ubiquitous original Prince of Persia ported to SDL and modern systems with . This port is modable (total conversions). It also has the option of individually turning on or off, any feature, quirk, or bug that ever existed for any port of the game. Time limit can be set and optionally count cut-scene/music time. Adds force-feedback, haptic feedback. Sensible features like guards break your fall if you land on them, slamming into a wall will shake nearby loose tiles (so you don't have to step on them or jump up into them) and Iaido strikes (draw and strike in a single stroke). Finally, there are built-in cheats. You can, for example, play with more time, less time, or infinite time.

A young foreign prince is in love with the Princess. This is a threat to Grand Visir Jaffar who illegally controls the throne in the Sultan's absence and intends to legitimize his rule through marriage. Jaffar kidnaps the foreign prince and locks him in the dungeon. In 1 hour, the Princess must marry the Jaffar or be killed. Play as the foreign prince. Solve puzzles, find items, find a sword, fight guards, escape and save the Princess.
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Enigmatic Incendiary Industries2014 labelminimizeminimize
Super Win The Game Minor Key Games;IndieBox (Minor Key Games)2014Zelda II, Metroid, and Super Mario without swords or any weapons, epic music, extra lives, boss battles, life meter, destroyable enemies, cutting edge 8-bit graphics, or magic. What does it add for the things it lacks?

Optionally, it can be experienced in CRT mode. CRT mode is everything bad about playing on old style TVs. Fuzzy moire hexagonal screen pixels, color bleeding, curved screen distortion, invisible overscan and rounded off image corners, motion blur/phosphor burn, reflections on the CRT frame. Even rolling screen, RF interference, and static make an appearance. But it's nostalgic... I think this might well be the only Linux game that has "action safe" and "title safe" design (google it). CRT mode is also tunable to better match the old TV players used when they had no other choice. Personally, I found CRT mode to be worth 15 seconds of enjoyment, then I switched it off. But, that's just my personal preference. Turning off CRT mode does not result in 'modern' graphics. Without the CRT mode, this game is about gameplay only.

It also ads some sort of quasi-bonus, playable dream segments. Same gameplay but confusing transdimensional level design and dialog I cannot make any sense of. The author admits that the dream segments are about something deeply personal. With that, I expect few would understand. This is OK, the dream segments don't require the player do do anything except progress through them and the author hasn't decided to leave the gaming industry or threaten to (like some others have after their deeply personal game designing when uninterpreted).

All sorts of game mechanics make up the game. Double-jumping, wall clinging, wall jumping, invisible structures, switch-on platforms, etc... Each one needs to be earned. Each new ability opens more areas to explore and more places to discover when revisiting. And to make 100% completion, full expert use of each mechanic will be required.

There are no map spoilers. The in-game mapping falls somewhere between Metroid and Super Metroid. There is no in-game map item to reveal areas you've missed. Get out your oldskol grid paper and start making checklists if you want to do a 100% completion of the game. Once again, this seems a deliberate feature to invoke nostalgia.

Speedruns are also added to the mix. Complete with online leader boards.

Finally, death is instant, likley frequet, but not costly. Everything kills the player without HP, shield, or mercy. The player cannot eliminate enemies at all, only earn better methods to avoid them. In contrast, pretty much every door is a retry point.

In short, I you like(d) NES games, SWTG is for you. If you've never played NES games and are curious, SWTG is for you.
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Aaru's Awakening Lumenox2015 labelminimizeminimize
Cellar Vertical Skull Games2016 labelminimizeminimize
Super Meat Boy Forever  Team Meat2017 labelminimizeminimize
Mark of the Ninja: Remastered Klei Entertainment2018 labelminimizeminimize
Baldur's Gate: Dark Alliance Interplay Entertainment (Square One Games)2021Requires a 64-bit CPU and 32-bit libraries intalled. Because wine developers make bad Linux developers? Bad Linux developers are better than none at all; this game is native. labelminimizeminimize
Beast Lords NintendoTBA labelminimizeminimize
Akane the Kunoichi HarunekoTBA labelminimizeminimize
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