First of all, thanks for all the comments concerning Greyout, I highly appreciate it  
Some of the bugs you addressed will be fixed in the next version and I am also working on a guide on how to create levels.
But now, its REVIEW TIME
Disclaimer:  I am very critical with all the games, not because they are particular  bad, in fact quite the opposite is true, but because I think every  mistake made (in my eyes) has to be pointed out in order for the maker  to consider it and maybe improve next time (and I would like people do  the same with my game) - this also is the reason why some games have a  more lengthy review than others. Personally I have reasons for why I did  most stuff in Greyout like I did and I guess other devs have, too, so  please feel free to discuss the points I make here and maybe tell me why  you did it that way  
So please keep that in mind, not because I mostly mention bad things does that mean your game is horrible.
Also, in lack of a Pandora I played all of the games on my PC, experience may differ with real gaming controls.
Addendum:  HOLY COW, that has grown one hell of a post, I might stress here that  it mostly is aimed at the devs of the individual games, but I highly  appreciate everyone reading through it.
I  don't know why I took the time to write so much stuff, probably cost me  half of the day, but some times I just like to write  
This might just be the longest post on this forum, do I win something?
The post apparently even is too long for the forum to handle as I get a "You must enter a post." error, so it comes in two parts.
Wars Commando
An  old-school action side-scroller with lots of bullets and steep  difficulty curve and nice sprites, which could have been ripped directly  from a SNES game.
Ok  hands down, this is the most polished and overall best made game in the  competition, it is challanging, yet seldom frustrating, the art is very  well done and fits perfectly.
Yet  this means there are few general things to criticize, still there are  minor details, so the following probably will sound like major  nitpicking, which it just might be.
First  of all the game mechanics feel very solid, moving and jumping has the  certain, right feel to it, you feel like you have full control over the  character in all situations.
Still  I think there are a few things which could be improved, especially the  running mechanic, which the number one source of frustration in this  game.
To  run you need to double-tap in a direction, which this seems like a  right and intuitive way to do it in theory it does not work out that  well in practice. This mostly is because the player already moves a tiny  bit when you only press a directional button for a very short amount of  time which on the other hand sometimes can push you over the edge of a  cliff or platform when you are standing close.
A  better way to do this in my eyes simply would be to go the standard way  of assigning a button to sprint, R or L for example, which seem to have  nothing assigned currently (this for example also is how it is done in  Warioland 4 and it works quite well there).
On  the other hand, this would not be a source of frustration of the the  level design allowed for errors in jumping, but at times jumps have to  be nearly pixel perfect when you are not running, so it is almost  required to make the jump or make it safely without cautious  positioning.
Overall  when you are not trying to make your way across certain platforms the  running and jumping mechanisms work quite well, especially the jump  feels spot on, you have a good control on how strong you go up and  decent air-control.
Another  thing bothering me about the sprint is that it is nearly  indistinguishable from the normal walk/run, the player moves slightly  faster, but not substantially and as the camera is fixed on the player  as the center you barely notice it. At first I though there was no  difference at all.
This  could be fixed either by speeding up the sprint, so the player moves  noticeable faster or, my favourite way, to delay the camera movement  when sprinting, so the player gets slightly off center when sprinting  and the camera takes some time to catch up. This would also make the  whole camera movement look more organic, instead of rigit, like it is  now.
By  default (and all of the time) you are equipped with your trusty assault  rifle, which is the number one weapon you will kill enemies (at least  soldiers) in this game.
Sadly  you can only aim your rifle left or right, which probably has several  reasons, but feels like a waste of potential in certain situations. I  understand that being able to aim the rifle would have needed additional  animations and also would have made it much more powerful (maybe too  powerful even), but in some situations it is just frustrating to see  that the player is not able to do so.
I  don't think just adding the ability to shoot directly upwards would be a  good compromise as there rarely is an enemy directly above you which  you can shoot at the same time. Full 5 directions and aiming with the  d-pad would be in order I guess (which poses another problem with  movement, but I will get to that now).
Now  shooting your weapon does not hinder your movement at all, so there is  no disadvantage in shooting all the time, basically you can tape down  the shoot button before starting the game and have the finger free to do  all the jumping.
I  guess that is not really the intended behaviour and an easy fix would  be to slow down the player slightly when shooting, also introducing  another tactical component as the player has to decide whether to run  and gun (slower) or simply run away (faster).
As said before the art is great, especially for a guy claiming to never really been into spriting before  
I  especially like the death animations and how the blood flies into the  direction you hit the enemies, that is a nice touch and overall the  graphics fit very well and feel right.
The  tilesets also look brilliant, could be taken directly from a SNES game,  some areas like the forest could use some additional colours, but  that's a tiny nitpick  
A minor thing, though is the font used for the level and lives text on the map, it does not seem to fit and looks misplaced.
The  background are simply solid colour fills, which makes the foreground  and action stand out, but some parallax scrolling landscapes with a  still image of the war going on would have given the game an extra  touch. Still the colours are chosen to match the tiles, which works very  well and one does not notice an absence of background art in the heat  of the battle anyway making me wonder whether that would actually add  that much to the game (considering the amount of work).
The  level design overall is great, sometimes there are multiple (2) paths,  usually one hard and one more easy, while the hard path always seems to  give some kind of reward, like a grenade or bazooka enemy at the end  (whose weapon you can collect upon killing).
As  said above, some jumps could be made a tad easier to be less  frustrating, especially the upper path on the first level, which is just  too much for an easy start.
To  end every level with a mini-boss fight to provide a challenge is also a  good idea, although the second boss seems easier than the first the the  tank much harder (especially after you run out of grenades and  rockets).
The  game also is very hard - I haven't been able to get past the fifth  level yet, so far new enemies or elements have been introduced (like  bazooka soldiers, tanks, spikes, stationary guns) on nearly every level,  which is very nice and also keeps the replay value up.
I  wish there was a continue or code option so I would not have to start  from the beginning every time, though it only underlines the arcade  style of the game (for some reason I suspect there might be one  hidden... that would be the final blow).
Another plus is that you can quickly skip any intro text and map animations and not have to watch them on the tenth playthrough.
The  sound effects are decent, though the default rifle could use more  power, currently it sounds more like a gun shooting rubber balls (well  it also kinda looks like that  

  ).
All  in all it is a great game, which feels very polished and brings back  memories of classics like "Contra" or "Turrican", it is a joy to play  and a challenge at the same time. It is not innovative, but well made,  all the pieces come together and form the overall best entry in this  competition in my eyes.
Though with the above wall of text it might look different, there actually is not much to change or criticize about this game.
A  small bug I noticed: You don't seem to be able to jump when running up a  slope, turning mid-way (still in the slope), running down and trying to  jump while still on the slope. But it is hard to pull off and does not  happen that often in real gameplay.
Snowman
In  the only 3D entry in this competition you control a snowman fighting  his way through a horde of rotating circles and ellipses to free his  land (which apparently is a bunch of floating platforms in the sky) from  them.
In  a way this game is similar to Wars Commando as you the game mechanics  are similar: You can shoot you have a "bomb" attack and enemies shoot  back. Well I guess that is where it ends with the similarity though as  you also got a broom (for twice the damage) and the game features a nice  twist.
Because  every action (except for the broom) from jumping to shooting costs  snow, which your character is made of, jumping for example costs 1,  shooting 2 and being 3.
You  gather snow by collecting white-blue-ish, rotating circles/coins  (ironic isn't it) and as a very nice effect your snowman will grow (or  shrink) with each additional snow collected (or lost).
This whole mechanism is a nice twist and creates many strategic options, sadly it also leads to some frustrating dead ends, but the good points outweigh the bad on this one by far (it's not that there is a lack of snow and making errors probably has to lead to death, also there is no inevitable dead-end).
What is slightly bothering me is that you take the collected snow with you, while all levels are completable with the small snowman in the beginning, it becomes much easier if you start with the big one. I guess that also kind of is a reward for completing the previous level successfully, but at some points the game becomes unbalanced by that.
Movement  and jumping feels tight and overall there is not much to complain  about, apart from the fact that, like in Wars, you cannot shoot directly  upwards or in an angle. This would be a necessity to properly hit  enemies above you, while currently you have to jump next to them and  shoot at the right time - not ideal.
But I guess being a snowman without arms is an excuse for that shortcoming.
The  "bomb" attack, in which you sacrifice your entire "big belly" is the  most powerful in the game and can kill boss enemies in one hit if fully  charged (the more snow, the more damage). It takes some time to get used  to through as you need to make a big sacrifice (loosing your big belly  also means loosing a good chunk of your health) and the bomb travels  rather slow in which case most enemies can run away from it if you don't  time it correctly.
The game consists of 3 chapters with 3 levels each and a boss battle.
The  difficulty ramps up nicely, though the last few levels seem to be  slightly easier or on par with the levels in the second set. At least  the last boss is not that much of a challenge if you kill it directly  with a big bomb attack.
New  elements are introduced throughout the game, such as the broom, new  types of enemies, one-way gates (only horizontally sadly) and trees.  Again later levels don't feel that good in comparison as, even with  changing layouts, the game already showed everything it got (the same  might be true for Wars btw, but I have not gotten far enough to judge  that yet).
Snowman still remains fun though, no question.
Graphics  are nice, especially considering the whole 3D engine has been made from  scratch which is impressive considering the short amount of time (also  the game is supposed to run on the GP2X so I guess it has better  performance than Wars, Greyout, Rescue and Robo Hell which are all 2D  games...).
Animations  are certainly lacking, as well as proper models. The main character is  looking good, the grow/shrink effect as explained above certainly makes  it stand out, though it feels too solid in my eyes, separating spheres  on a jump and maybe some horizontal movement relatively seen between the  spheres would have helped to make it look more organic and less like a  plastic figure.
All enemies are rotating circles, which is a bit dull on the long run, I hope this will be improved in future versions.
The  level exclusively consists of blocky platforms, which are nicely  shaded, but also become dull after the first set of levels. The trees  introduced in late chapter 2 help, though I would have liked to see more  "useless" decoration, like piles of snow, falling snow-flakes, plants,  etc.
Level backgrounds consist of scrolling 3D clouds, which makes the level stand out from it and do not distract.
Sound  effects and music are spot on fitting very well into the game. The  music is relaxing, yet not too slow or sleepy, still another track or  two would have been good for a change.
I also liked the menu which is a nice transition to the game and give a nice retro feeling, I remember something like this has been done a lot in the past, but not any more, currently most menus are only text-based.
It is not really adding much to the game, but feels right also one can get used to the controls and test the movement without any harm.
Now the biggest shortcoming of the game in my eyes also revolves around what makes it stand out: the 3D.
The  3D graphics are nice and dandy, but they don't add anything to the  game. While they also don't distract or confuse the players like in  other 3D platformers (I am looking at you Sonic), this is a missed  opportunity in my eyes.
Something  like multiple layers (think Little Big Planet), levels which make  90-degree turns or moving platforms in multiple dimensions would have  added much depth and gameplay possibilities to the game.
It  might be route not taken due to time constraints, but in my eyes then  the whole 3D would not have been necessary at all and one could have  done it in 2D and concentrate on other gameplay elements more.
Still  I am happy to see at least one 3D platformer in this competition and I  hope gameplay additions like the ones above will be considered in the  future, because there are certain things which are only possible in 3D  and I would love to see this pulled off well.
Overall  it is a very nice platformer, it is not as challenging as Wars  providing a better entry for novice players, but still remaining a tough  battle for experienced players in later levels.
It is fun to play and a fresh change to the other 2D games, I can see some potential in this one.
Rescue
Well,  I cannot say as much about this one as I would like, mostly because it  does not run decent in my VBox and I have not yet attempted to compile a  Windows version. So part of this is judgement based on the trailer  alone - I will edit this section if I manage to get it running properly.
First  of all, what is Rescue? That is a good question, to me it is one of the  most interesting entries in this competition because it is so  "different".
Beginning  with the bright orange tiles, over the nude character sprites, the  strange-looking purple aliens, ending with the psychedelic music - this  whole games somehow feels like I am on a trip...
I  really like the music, btw, that song is just pure genius, I would like  to know where you dug it up, it might be the only song in the game and I  should probably mock that there should be more, but in this case I  personally don't care  
Now  the goal is to rescue several girls from the aliens and get the out of a  cave. The girls will try to follow you when you get near them, but  apparent are as dumb as the hostages CounterStrike.
There  also are gems to collect, but as the game is missing a score counter as  well as a menu or highscore list there does not seem to be much point  in it.
I  can't say much about the level design as I did not explore the cave  much, but it seems to be fairly large with a range of different  geometry, from pits over to small pools of water and bigger hollow  areas, all a decent cave need is present.
The game mechanics have both good and bad sides.
Also  reading the previous posts the game seems to have a fairly  sophisticated physics engine, which is nice accomplishment over the  usually static and rigid collision detection in the other games.
This  becomes apparent when destroying blocs (gems roll down a hill and float  in water) or standing on a slope (you will slowly slide down) as well  as using the rope feature (which I could not test for myself yet  

  but  it seems to be very sophisticated and also a very interesting addition  you don't see like that in many games).
The  player movement on the other hand is not that great. Acceleration and  deceleration are way to slow for my liking, making the player slide more  than walk, also making precise jumps becomes tedious. This might work  in theory with the accurate nature of the rest of the physics engine,  but it falls short in actual gameplay and feels like it does not fit the  rest of the game anyway.
What's  a really nice twist is that you need to watch out not to hit your head  on spikes or the ceiling, which creates a nice contrast to Mario where  you destroy everything with your head.
The  graphics are, well.. different. The orange tiles really stand out and  underline the psychedelic nature of the game, but are not especially  easy on the eyes.
The  sprites are not very well animated and still have magenta borders  around them, which probably should be transparent. Yet, in the context  of the rest of the game that is actually kind of fitting.
The  best thing about it are the particle effects - you will loose drips of  blood when hitting a spike, which will then pour all over it and also  drip down, creating a really nice effect. This is also helped by the  fact that collision detection is pixel-perfect.
Another  thing that is bothering me is the fact that you are supposed to kill  the aliens by jumping on there head, yet this is never indicated and to  top it off all aliens have a white spike (which probably is not one, but  still looking like one) on their head clearly indicating "don't hit me  there or it will hurt you" to me.
The  camera is very well done, it feels very organic and the constant  shifting, tilting, rotating and twitching only adds to the feel of the  game. It is also very unusual to see such a "free" camera in a 2D  platformer.
All  in all I think of this as an experiment and a very special one. The  whole concept and execution seems very interesting to me, also seeing  there is much though behind each part of the game.
Sadly  the actual gameplay does not hold up to the premise, but especially  with some polish this could be one of the most interesting games in the  Pandora library.