I get this on fedora workstation 35 :(
[darl@neils-laptop TuxsRevenge-0.0 (1).4]$ ./TuxsRevenge
./TuxsRevenge: error while loading shared libraries: libfmodex64-4.44.64.so: cannot open shared object file: No such file or directory
It'd probably be worth using lddtree on the binary and checking that it's finding the deps you want to bundle in the locations you're expecting.
0.0.4 doesn't include libfmodex, and it links to a version of libbz2 that's newer than I think is common on most distros. TUX.WAD is missing as well (but maybe that's been pulled into DOOM.WAD?
You've listed an MIT licence for game-specific scripts, but I don't see a link or download for sources for those (unless you're expecting them to be extracted from the WAD).
No need to separate stuff - I just saw a dramatic difference in what was included between versions and wanted to make note in case that wasn't intentional.
My system still complains about libbz2 not being found, but looking closer, that's not because it's a newer version than expected, it's because my distro's package doesn't symlink to minor versions, only the major version (which is odd!).
It would still be a good idea to list the deps that you're not bundling with the game in your install instructions as per the jam rules (SDL, libjpeg, libbz2, libmpg123, etc.).
Edit: I do get a crash in OpenAL when starting a new game though. Here's what the game is outputting. I can give you GDB output if that's helpful. If I run with -no-sound, it seems to behave.
I listed the dependencies in the README, some of them are incorrect because I accidentally listed the dev versions, I will fix that tomorrow.
The OpenAL error is caused by OpenAL itself, it's a known error in 1.19.x, tomorrow I will try building w/ a newer version.
I'm really sorry for all the errors and issues with this; I have a lot of things on my head right now and this submission was very rushed.
The readme's good (could use some tweaking/trimming as you note). The jam rules request that submissions have clear instructions and dependencies on the game's Itch page. We're not policing that super hard this year, but since that's stated as a requirement, it's likely to be the first place that people go looking.
No need to apologise about the bumpy ride! In my eyes, an opportunity to learn about and practice packaging is a key part of what the jam offers. I figure it's better to discover and pass those hurdles on a jam project with peers and mentors around who can offer advice/experience than to have those hurdles be a surprise on something bigger/more serious down the track.