Pillarboxed

FTL: Faster Than Light

FTL: Faster Than Light is a top down, real time strategy game created by indie developers Subset Games. In the game, the player controls the crew of a single spacecraft, holding critical information to be delivered to an allied fleet several sectors away, while in pursuit by a large rebel fleet. The player must guide the spacecraft over a number of sectors, each with planetary systems and events generated in a procedurally-generated roguelike fashion, while facing against rebel and other hostile forces, recruiting new crew, and outfitting and upgrading their ship.

Fieldrunners

Fieldrunners offers three types of tower defense gameplay: Classic, Extended and Endless. Playing in Classic and Extended modes limits the number of rounds in which the player must defend to 100. Classic only lets players build the original four towers, Gatling, Goo, Missile, and Tesla (except Skyway which substitutes Laser for Tesla and Frostbite which substitutes Ice for Goo). Extended mode adds the two new towers, Flame Tower and Mortar Tower (except Skyway which adds Tesla instead of Mortar). In Endless mode, the player may defend indefinitely.

Awesomenauts

Awesomenauts is a Multiplayer Online Battle Arena (MOBA) and an accessible 3-on-3 action platformer. Head out to the online battlefields together with your friends as an online party or in local splitscreen, and never worry about having to wait for an online match because of drop-in matchmaking!

Play as several Awesomenauts as you storm the online battlegrounds and unlock loads of new abilities and characters for your arsenal.

Devise strategies as you upgrade and customize each character's skills to suit your playing style. Expect new items and Awesomenauts to be added regularly!

Trauma

Trauma (styled as TRAUMA) is a graphical adventure interactive fiction game developed by Polish programmer Krystian Majewski as part of a thesis project, and released in August 2011. The game is based on a woman that has suffered a physiological trauma, and has been languishing in several dreamscapes while unconscious and hospitalized. The player resolves these by using both point-and-click and gesture-based actions to move about the dreamscapes, composed of photographs with digitally-altered features, to complete a certain task.

The Tiny Bang Story

The Tiny Bang Story is set in a fictitious world that is hit by an asteroid, leaving you to literally pick up the pieces and put it back together. Over several chapters, you need to rebuild machines and solve puzzles to find all the pieces you need to rebuild the world.

Botanicula

Botanicula is a point-and-click adventure game developed by Amanita Design. I'm not even convinced it's a game. It's definitely point and click, and it might be an adventure, but game I am not convinced about. You click on random things until something happens, and then you ask 'was that actually what I wanted to happen?' before realizing that no, you still don't know what the point of all this even is.

On a bright note, wikipedia says that Botanicula is helping the World Land Trust to protect hundreds of acres of rainforest.

Lone Survivor

Lone Survivor is a 2012 independent survival horror video game, developed by Jasper Byrne under Superflat Games.

Cave Story+

Cave Story platform-adventure video game released in 2004 for the PC. It was developed, designed, and programmed over five years by Daisuke "Pixel" Amaya in his free time. Cave Story features 2D platform mechanics and is intended as an homage to the classic games that the author played in his youth, such as Metroid, Blaster Master, and Castlevania.

VVVVVV

VVVVVV (pronounced as "The Letter V Six Times" or "V's") is a 2D puzzle platform video game designed by Terry Cavanagh and scored by Magnus Pålsson. The game was built in Adobe Flash and released on January 11, 2010, for Microsoft Windows and Mac OS X.

Limbo

Limbo (stylised as LIMBO) is a puzzle-platform video game and the premiere title of independent Danish game developer Playdead. The player guides an unnamed boy through dangerous environments and traps as the boy searches for his sister. The developer built the game's puzzles expecting the player to fail before finding the correct solution. Playdead called the style of play "trial and death", and used visually gruesome imagery for the boy's deaths to steer the player from unworkable solutions.