Micro Tetris is based on the 1989 International Obfuscated C Code Contest Best Game entry. It is a very small implementation, with extreme similarity to the BSD Tetris implementation. So it is very suitable for small embedded systems with only serial or SSH console access. The code uses no curses or other heavy libraries, only ANSI escape sequences and the Unix "stty" command to setup and restore the display.
Micro Snake is based on a simple snake game by Simon Huggins. This version of the snake (worm) game is very small and only utilizes ANSI escape sequences to draw the board. Hence it is very suitable for small embedded systems with only serial or SSH console access. The code uses no curses or other heavy libraries, only ANSI escape sequences and the Unix "stty" command to setup and restore the display.
Armadillo adventure is an adventure game set within a world. It is a codebase, a toolkit for making your own adventures such as King's Quest. The toolkit has an example adventure program that can be easily changed and enlarged by derivation. If you are more interested in dungeoneering games, take a look at the <a href="http://freshmeat.net/projects/tanirs-quest/">Tanir's Quest</a> project.
Forge has more than 3,000 cards and allows to you play the trading card game Magic: The Gathering against the computer with rules enforcement. Other formats include drafting, sealed deck, and the "quest mode" where you start with a basic deck and you win more cards. The AI and user interface are basic but usable.
Gibbon is a graphical client for playing backgammon online on the First Internet Backgammon Server or servers that use the FIBS protocol. It is platform-independent, using GTK+ for its user interface. It also contains a converter for different match formats. Currently supported are the Smart Game Format, JellyFish, and JavaFIBS.
RoseThorn is a cross-platform library for 2D and 3D games running on GNU/Linux (and possibly other Unix-like OSes) and Windows. Features include: hardware accelerated 2D and 3D rendering; Ogg and WAV Sound support with OpenAL; Lua scripting; BMP, JPEG, and PNG image loading and saving (from screenshots); easily created and modified user interfaces with XML and CSS, combined with Lua event handling; separate 2D and 3D libraries; support for multiple fonts in both TTF and bitmap formats; support for OBJ, 3DS, MD5, and RTM model formats; skeletal animation (a work in progress); support for UDP and TCP networking; thread and mutex support; a Simple Shader API; 2D animated sprites; and some basic cryptography support. There is simple event management, with key/mouse bindings easily customized from the in-game console, config file, command line, or GUI.