showing 37 games

namepublisher(developer)year arrow_downwarddescription
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
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
Null Divide (Null Divide+) MTMB Studios2013 labelminimizeminimize
Reprisal ELECTROLYTE (ELECTROLYTE;Last 17)2013 labelminimizeminimize
Rytlock's Critter Rampage Arenanet2013 labelminimizeminimize
Super Hexagon author2013[media=youtube]2sz0mI_6tLQ[/media] labelminimizeminimize
EGGNOGG Mad Garden2013Two immortals locked in eternal combat unless one can fight the other back and hurl themselves into eggnog to kill themselves. Yes, they winner is the immortal the manages to permanently kill themselves, with eggnog. Swords, fists, feet, and the deadly environment are acceptable weapons to briefly kill an opponent and gain ground towards the eggnog. Jump, duck, slide, and throw swords as well. labelminimizesubject
Polygon Storm Glass Knuckle 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.
labelminimizesubject
1 Run RPG author2014 labelminimizeminimize
99 Waves to Die SpookyFish Games2014 labelminimizeminimize
Epilepsy 2014 author2014 labelminimizeminimize
Reject False Idols Loud Noises2014 labelminimizeminimize
You Have To Win The Game Minor Key Games2014 labelminimizeminimize
Because this is literally the best we could come up with: Retribution (Because) Lair of pixies2014MSRP: name your own price ($0 or more)

An auto-scrolling shooter with power-ups and 'power-downs'. Score is based on how far you advance, not on blowing up enemies. Enemies that appear, including ones carrying power-ups and power-downs, are selected randomly.
labelminimizesubject
Rabbit Hole 3D (Rabbit Hole 3D: Steam Edition) JK Soft2014 labelminimizeminimize
Yury Cubic Pie2014 labelminimizeminimize
Another Star Vision Riders Entertainment2014 labelminimizeminimize
Insanity's Blade: The Chronicles of Thurstan Causalbit Games2014A castlevania style platformer designed for 2 player co-op. An AI can control the 2nd co-op player if needed. Descent into hell to rescue a wife and child. labelminimizesubject
Pivvot (Pivvot action) Fixpoint Productions2014 labelminimizeminimize
TERRIAN SAGA: KR-17 Digital Tribe Games (Wonderfling)2014 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.
labelminimizeminimize
Rex Rocket Castle Pixel2014 labelminimizeminimize
Olympia Rising Paleozoic2014Olympia Rising is a 2D Action Adventure game reminiscent of the best 16-bit classics. Lush pixel graphics and fluid animation bring this ancient Greek-inspired world to life as you jump, climb, slash, and blast your way through various regions of the Underworld. Taking inspiration from beloved titles like Castlevania, Sonic the Hedgehog, and Kid Icarus, Olympia Rising delivers an exciting, action-filled experience.

- Play as Iola, a young heroine on a dangerous mission to escape from the Underworld and reach Mount Olympus - all for the purpose of discovering the reason behind her abrupt awakening and the strange memories that have been returning to her.

- Fight your way through the Underworld, battling creatures of all shapes and sizes. Fast-paced aerial combat propels you upward as you slash enemies to bits with your blade or incinerate them with powerful magic.

- Navigate through deadly environments with fluid maneuverability. Make your own paths as you traverse through each stage looking for the most efficient way to climb to the top.

- Simple to pick-up but difficult to master, Olympia Rising awards those willing to challenge themselves as they climb through the Underworld. Collect coins and other treasures scattered throughout the levels as you race through each stage. Progress is only awarded to those who pay Charon, the Ferryman, at the end of each stage with their collected valuables.

- Explore the unique, twisted environments of the Underworld - each offering different challenges and creatures to overcome.
labelimagesubject
DiscStorm Mastertronic (XMPT Games)2015 labelminimizeminimize
Mussel Die Gute Fabrik2015 labelminimizeminimize
Spectra Mastronic (Gateway Interactive)2015 labelminimizeminimize
Orion Trail Schell Games2015 labelminimizeminimize
Axe, Bow & Staff Clewcat Games2016 labelminimizeminimize
Gunmetal Arcadia (Xanadu) Minor Key Games2016Gunmetal Arcadia is a rogue-like with procedurally generated levels but otherwise done in the metroidvania style. Whereas Gunmetal Arcadia Zero comes with pre-made levels. labelimageminimize
Gunmetal Arcadia Zero (Gunmetal Arcadia 0) Minor Key Games2016Unrest brews in the city of Arcadia, and a monstrous enemy approaches. As the young elf Vireo, you will heed the call of adventure: choose a weapon, choose a side, and rise to be the hero your city needs. Gunmetal Arcadia Zero features classic platformer action and world-class CRT simulation technology that evokes the aesthetics of past generations.

From developer J. Kyle Pittman (Super Win the Game) and Minor Key Games (Slayer Shock) comes Gunmetal Arcadia Zero, an all-new action-adventure platformer drenched in glowing retro goodness.
•Use blades, bombs, and a bevy of subweapons
•Visit NPCs, buy and sell gear, and learn the lore of Arcadia
•Fight your way through six stages jam-packed with baddies and bosses
•Exquisite game feel — that's a thing!
•NEW!! Speedrun mode tracks splits and records best times
•World-class CRT simulation
°Fully customizable
°NEW!! Now with editable preset slots
•Authentic 8-bit soundtrack
°Over 40 minutes of original music
°Now available on Bandcamp
°Listen now at YouTube***Gunmetal Arcadia Zero comes with pre-made levels and is a traditional metroidvania style game. Where as Gunmetal Arcadia is a rogue-like in this same style but with procedurally generated levels.
labelminimizesubject
FoxyLand OraMonkey ( BUG-Studio)2017 labelminimizeminimize
The Heart of the Earth  Back To Basics Gaming (DeadBrainGaming)2017The gods made a drastic change to the world. The protagonist hates the change, so he'll destroy the world. Run, jump, ride platforms and rotate levels to navigate them; avoid spikes. labelminimizesubject
Project Xenon Valkyrie Diabolical Mind2017 labelminimizeminimize
Xenon Valkyrie Diabolical Mind2017 labelminimizeminimize
Zadette Tell Me Films (Le Club des Sacs)2021 labelminimizeminimize
Lenna's Inception Chucklefish (Bytten Studio)TBA labelminimizeminimize
permalink