GJID's first level
I have a hard time playing puzzle games when their only reward is getting to the next one. Consequently I'm usually not a fan of Sokoban games. Having a little or a lot of story bundled with the puzzle helps though.
In GJID you control a brave robot of the name GJID, who volunteered to recycle dangerous weapons from a cold war. In 14 levels you have to dispose of nuclear and disruptor weapons.
Movement controls reacts instantly and you are allowed to skip levels. There is no save function and no sound. The game runs in full-screen but thankfully does not resize the screen and scales instead. License: MIT
This version seems to be made for *nix only. ./configure && make allows to easily run the game.
From the README:
This is a clone of the eponymous DOS shareware game written in 92 by John Remyn. I spoke with John in 95, when the first version of this clone was made. He admired the 8-bit graphics (original game was done in 4-color CGA) and did not object to its existence. His email address has since expired and the few contact attempts I've made recently hit dead ends. The DOS game was $10 shareware and I include the original registration form in the README, in case you want to track John down and give him money for the excellent level design that make this game what it is.
Aside from being an entertaining puzzle, I also release this game as an example of using the XCB library for making X applications. XCB is the new lightweight replacement for Xlib that suffers from lack of documentation. This game demonstrates how to create small applications with it and also how to use RENDER for drawing text, tile sprites, and for hardware scaling of the 320x240 backbuffer.
GJID reminds me of another, even more story-driven Sokoban-style game with simple graphics: The Villany of Cat Food Inc.