PlayStation Mobile Thread of Indie Games, and Apps on Android/Vita

The only problem is that it will still need to use PSM therefore making most Unity stuff unplayable due to limitations (audio in particular).

They have a ton of work to do (both Sony's PSM team and Unity) to get this to work and I will believe them when I see a PSM game built in Unity running.

Unity could implement it's own audio mixers on top of PSM basic implementation.
 
Must be rough to have to buy a $1.50 game for review.

It is a serious problem for the platform though. If people releasing games via dev portal have no way to promote their games with review vouchers or give ways.

Well, it does add up. We've reviewed something like 330 Minis and PS Mobile titles combined, and have gotten maybe 10 review codes (and one build meant for a devkit, which we didn't have), considering the average price is closer to $3, that's like $1000.

Unity coming to PS Mobile (+PS4 and Vita). I've only really messed about in Unity before I really knew how to code, but this seems like it could be pretty good. Should help drive devs to the platform too, even if it's only iOS ports.

This could be really big, if Sony can get it working okay (a big if). I don't imagine PS Mobile will get anything like Dead Trigger 2 or Wasteland 2 (the Vita could), but maybe something like Temple Run 2 could be done and would attract attention to it.

Then again, it could depend on the price. If it costs $1500 to get the plugin for PS Mobile, I don't think many companies will pay for it.

Sony really should pull a Nintendo and work something out so devs can use it free (like they did with the Vicious engine for Minis). If Sony wants the platform to succeed, they have to be willing to invest their own money in it.
 
The only problem is that it will still need to use PSM therefore making most Unity stuff unplayable due to limitations (audio in particular and the 96mb memory restriction).

They have a ton of work to do (both Sony's PSM team and Unity) to get this to work and I will believe them when I see a PSM game built in Unity running.

There are a lot of similarities between Unity and PSM already, as they both take a lot from Mono. It's possible Unity will use most of their own stuff on a leaner Mono runtime instead of building on top of the libraries currently available for PSM devs.
 
Well, it does add up. We've reviewed something like 330 Minis and PS Mobile titles combined, and have gotten maybe 10 review codes (and one build meant for a devkit, which we didn't have), considering the average price is closer to $3, that's like $1000.

Yes but you are writing for a fan site, which I assume makes very little money. He is a writer for Pocket Gamer, a huge site which can expense such things.
 
Unity could implement it's own audio mixers on top of PSM basic implementation.

NVM what I had before read it over again. Looks like it would be separate from PSM SDK.

Unity for PlayStation® also allows Unity developers to create games for PSM more efficiently without the need for an additional PlayStation®Mobile SDK.*1 Both Unity for PlayStation® and PSM SDK use the .NET framework allowing for easy transition between the two tools. In addition, Unity developers can easily port their games created for iPhone, iPad, and Android™ based smartphones and tablets to launch on PSM, removing the need for extensive re-coding.

"1. A set of development tools and software libraries for PSM. After closing the license agreement, developers are able to use PSM SDK and conduct verification on PS Certified devices and PS Vita to distribute their content on PS Store. Developers are required to close this license agreement to distribute their content on PS Store when using Unity for PS. "

The only catch seems to be that you will have to pay to use Unity in addition to becoming a registered PSM dev. I will ask the Unity people about it next week at GDC.
 
NVM what I had before read it over again. Looks like it would be separate from PSM SDK.

The only catch seems to be that you will have to pay to use Unity in addition to becoming a registered PSM dev. I will ask the Unity people about it next week at GDC.

If this version of Unity is good it would make the Vita and PSM infinitely more attractive for iOS/Android developers, and we might actually see these kind of multiplatform games in the future.

The current PSM fee is nothing compared to the costs of actually porting games to the SDK with its limitations, as I'm sure you know all too well. If Sony can eliminate this barrier for Unity based mobile games then things will get quite interesting for PSM and the Vita.
 
Must be rough to have to buy a $1.50 game for review.

It is a serious problem for the platform though. If people releasing games via dev portal have no way to promote their games with review vouchers or give ways.

Lol I notice some game reviewer do get pissy if they don't get review copies. But it's nice to see people actually doing PSM game reviews.

And on the PSM situation is Sarah Thomson still doing PSM works?
 
Sony hosted a PSM game jam, and released a video detailing it. The winners and finalists were announced at GDC:

GameJam Winner:

Hermit Crab in Space

Developed by: Golden Ruby Games

Hermit Crab in Space pits one lost crab against a hostile galaxy, forcing the player to fight their way home in an ever changing, improvised ship scavenged from the refuse around them. Using the salvaged parts of his enemies’ spacecrafts, the player slowly builds his ship for protection. Reinforce your ship with shields, cannons, power tiles, ramming tiles, and more–and discover new powers and strategies by combining them in different ways. You’ll have to think on your feet, though: any part of your own ship can be blown off too, leaving you to pilot a fraction of your once mighty ship until you can rebuild your ship like a space phoenix rising from the ashes. Hermit Crab in Space brings together the dogfights of Star Fox with the creativity, construction and infinite possibility of Minecraft.

GameJam Semi-Finalists:

Crystallon

Developed by: Team Dozen Eyes

Crystallon is a touch-controlled match-3 game where players are challenged to create isometric cubes out of floating pieces. Pieces have different qualities: Color, pattern, animation, and sound. In order to successfully create a group, the three pieces must be all the same or all different for each quality. Pieces also have a fixed orientation: Left, Right and Top. You can only use one of each orientation per matched set. When pieces are successfully combined, they create cubes. Cubes may also be combined together into sets of three for extra points. You can advance to the next level only when there are no remaining possible sets in the current level.

Crumble

Developed by: Team Snakesss

Crumble is a highly conceptual puzzle adventure inspired by classic arcade games like Helicopter and Doodle Jump. Players guide an avatar, a block-like cell, which changes shape as it brushes against walls and obstacles. In one gameplay mode, the end goal is to match the block’s shape to a receiving pad at the end, which requires simultaneous attention to moving through the level and awareness of shape. In a second gameplay mode, users navigate through adventure levels, using the block’s falling rubble to grow shooting flowers in order to break through walls and hopefully, beat the level. If the player’s core touches an obstacle, the player loses control of their core for a few seconds, and the game restarts from the title screen.

Don’t Wake the Bear

Developed by: Back Pedal Games

Don’t Wake the Bear is a multiplayer game reminiscent of “hot potato” that only requires one PlayStation Vita to play. Be the last camper standing by strategically teasing or soothing a sleeping bear, but whatever you do… Don’t Wake the Bear! Players take turns adding items to the cave they are trapped in, some of which soothe the bear, like the tranquilizer dart, while others agitate him, like a death metal station on the radio. One wrong move, the bear can wake up, and that player will be eliminated. Players must also handle the PS Vita carefully during a pass as both players are vulnerable to attack.

They also showed off some upcoming releases on PSM at GDC:

Rymdkapsel
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Release Date: April 2013
Developer: Webfarbror
Platforms: PlayStation Mobile

In Rymdkapsel, players take command of a space station and its minions. Carefully plan your expansion and manage your resources to explore the galaxy.

Ten by Eight

Release Date: April 2013
Developer: Action Button Entertainment
Platforms: PlayStation Mobile

In Ten By Eight, players match groups of tiles by chaining up multiple groups with wildcard stars and attempt to find the longest paths possible. This is a puzzle game strong enough for a brain surgeon, yet PH-balanced for a rocket scientist.

Magic Planet Snack Deluxe
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Release Date: April 2013
Developer: Wolfgame
Platforms: PlayStation Mobile

In Magic Planet Snack Deluxe, Players take on the role of a wizard who has cast an unfortunate spell upon himself, turning into a giant space worm. Travel through the cosmos to devour wizards in other worlds for points and gather orbs to power up your hyper gauge. Be sure to avoid things like trolls, lava and satellites and look to make some key allies along the way!

Sully: A Very Serious RPG
zCqeecE.png

Release Date: Summer 2013
Developer: BreadBrothers Games
Platforms: PlayStation Mobile

Sully: A Very Serious RPG is a JRPG-style game made by some plucky Americans trying to bring back the “lighthearted romp” to an increasingly serious genre. Join Crystal and Darin as they deal with their last summer together before going to different colleges, and the adventures they have trying to make sense of growing up in a JRPG world.

http://blog.us.playstation.com/2013/03/26/ps-mobile-gdc-games-round-up/
 
Let's see what's on PSM this week. Images are from screenshots in the store. I didn't buy any of these.

eQxIfyq.jpg

nekomimimusumega sekainohatemade sanmawotabeniikuno DADADA $2.49 16 MB
Yes, that's the title. Here's the Engrish description:
Hurry! Hurry! Meow!
On the ends of the earth, the gold sanma fish is waiting for me meow!
Old-Cat told me I can eat five sanma fish if I find out gold one!
No, he may have said ten. Hundred, isn't it? Thousand? Oh, I got confused meow!
Anyway I can't wait anymore! I'm going to the end of the earth meow!

A cat girl runs to the ends of the earth while she eats sanma on the way!
This game is categorized as SEA (sanma eating action) of cat girl!
You don't know what you see at the ends of the earth.

QQ5A8Ll.jpg

Quiet, Please! $0.99 8 MB
After an annoying day at school, you just want some peace and quiet. But everything at home is so noisy! Mr. Peabody is obsessively mowing his lawn, Dad is channel surfing and Mom is yapping on the phone. Your pesky kid brother won't go to bed, and even your pet kittens are driving your crazy! Explore, interact with your environment and solve puzzles.

pO4onxL.jpg

Snake $0.99 2 MB
The classic mobile game Snake finally arrives on PS Vita, with multiple levels and difficulty options. The local high score boards for each of the seven levels allow you to see how you rank against others that have played on your Vita. Give it a try today!
 
Let's see what's on PSM this week. Images are from screenshots in the store. I didn't buy any of these.

eQxIfyq.jpg

nekomimimusumega sekainohatemade sanmawotabeniikuno DADADA $2.49 16 MB
Yes, that's the title. Here's the Engrish description:


QQ5A8Ll.jpg

Quiet, Please! $0.99 8 MB


pO4onxL.jpg

Snake $0.99 2 MB

Oh poo I may have to buy Snake.
 
If people releasing games via dev portal have no way to promote their games with review vouchers or give ways.

...a huge site which can expense such things.

I've never agreed that professional reviewers care how they score they're not comped on since it all goes on the expense report, but it DOES matter a bit in the selection process. When you're talking small-scale games with marginal interest and likely low traffic, there does come a point where it's more work than it's worth, as they'll have to justify that purchase on their budgets against the traffic and also will have to take the time to buy it and turn in the receipts. Review consideration is based on traffic, time investment, and cost of goods, and even the big game sites don't have unlimited of each. As a game producer, if you can take one of those factors out of the equation, even if it's just a buck, you raise your chances of being considered. If there are two games on a reviewer's plate and neither one particularly sticks out but you really want to get some interesting indies mixed into your site, the one that has the fewest hoops to jump through is the one you're going to go after.

Beyond reviews, if a game developer wants his title to spread a lot of time gifting codes to fans is another way of getting the word out. So if Sony could help out with that, it'd help the game developers and help Sony's initiative in the process.
 
http://www.edge-online.com/features/gdc-2013-necrosoft-reveals-gunhouse-for-playstation-mobile/

So, this is pretty cool. PlayStation Mobile is getting a game based off of a Tweet from Peter Molydeux, a parody account for game designer Peter Molyneux. The same developers are working on a separate project called "Oh, Deer!" that features music from Motohiro Kawashima, who previously did music for the Streets of Rage games.

I have to say, there's actually a few PlayStation Mobile games I'm legitimately looking forward to. They all look like games that could've come out before I was born, but hey, I hear 3D is a pain to do well on the PSM SDK.
 
If it's anything like Farm Frenzy or Farm Frenzy 2 I'm all over it. Those two are my games of the generation (outside of Warhawk).

You plant a bunch of stuff then take it to the market. The game then becomes a sorting puzzle game.

Dunno if there is a point to buying animals etc.
 
This week in why PSM is failing. No promo codes for dev portal releases.

"Unfortunately, we do not have this system currently in place but our relevant teams are discussing this at the moment.

I am still waiting for an update. Please be patient as it may take some time."

The only PSM games to get promo codes so far are "managed" titles. If you are just some guy releasing a game through the dev portal, tough luck.
 
This week in why PSM is failing. No promo codes for dev portal releases.

"Unfortunately, we do not have this system currently in place but our relevant teams are discussing this at the moment.

I am still waiting for an update. Please be patient as it may take some time."

The only PSM games to get promo codes so far are "managed" titles. If you are just some guy releasing a game through the dev portal, tough luck.

When that time actually comes everyone will already abandon PSM. You know Sony takes forever to update these things.
 
So the top selling games for March were:

1 Beats Trellis
2 Castle Invasion (~800 units)
3 Chimpact
4 Life of Pixel
5 Gun Commando

And not a single game from March made the list :x

Working on getting more data and will write something about it this week.
 
So the top selling games for March were:

1 Beats Trellis
2 Castle Invasion (~800 units)
3 Chimpact
4 Life of Pixel
5 Gun Commando

And not a single game from March made the list :x

Working on getting more data and will write something about it this week.

Why oh why is the guy making Sully. A Very Serious RPG releasing it on PSM and not PSN? Lol Sony needs to integrate PSM into the normal store front and add trophies fast.
 
Why oh why is the guy making Sully. A Very Serious RPG releasing it on PSM and not PSN? Lol Sony needs to integrate PSM into the normal store front and add trophies fast.
I don't think you'll see any kind of significant integration to PSN purely because it gives external devices a route in to manipulate the system.
 
Pretty sure this is the first week ever with no new releases.

And probably not the last. Honestly, between the low sales and (from reading the official forums) the hassle in getting everything working correctly I can't imagine that many people will continue to bother with it.
 
And probably not the last. Honestly, between the low sales and (from reading the official forums) the hassle in getting everything working correctly I can't imagine that many people will continue to bother with it.

The funny thing is people have games that are done and approved, but it seems to take 2 weeks from approval for them to go live.
 
It's a break out type of game. There are three types of different colored balls with different characteristics as well. The title is brg and is made of the initials of the three colors of the balls. You can pronounce it like a softer version of 'break'.

Red and blue are magnetic and depending on color, blocks turned into items will build different stats. Red builds power, i.e. control over ball speed and illumination radius. Green increases length of the bat and its movement radius. Blue increases movement speed of the bat.

Using touch controls the bat can be positioned and angled to reflect the balls in the intended direction.
 
It's a break out type of game. There are three types of different colored balls with different characteristics as well. The title is brg and is made of the initials of the three colors of the balls. You can pronounce it like a softer version of 'break'.

Red and blue are magnetic and depending on color, blocks turned into items will build different stats. Red builds power, i.e. control over ball speed and illumination radius. Green increases length of the bat and its movement radius. Blue increases movement speed of the bat.

Using touch controls the bat can be positioned and angled to reflect the balls in the intended direction.

Cool. I don't have a break out type of game on the vita. I'd buy this when it comes out, if only just to support a fellow gaffer.
 
It's a break out type of game. There are three types of different colored balls with different characteristics as well. The title is brg and is made of the initials of the three colors of the balls. You can pronounce it like a softer version of 'break'.

Red and blue are magnetic and depending on color, blocks turned into items will build different stats. Red builds power, i.e. control over ball speed and illumination radius. Green increases length of the bat and its movement radius. Blue increases movement speed of the bat.

Using touch controls the bat can be positioned and angled to reflect the balls in the intended direction.

This actually seems like it has quite a bit of promise. Post up in the Vita thread when available and I'll buy it. I spent hours and hours playing Alleyway on Game Boy and this seems to have a fresh spin.
 
It baffles me how badly Sony are handling PSM. Games are rarely announced, they're shoehorned into the weekly updates and developers hardly ever get a chance to talk about them on the Blogs.

I know psnstores do a great job of covering the releases, but I just don't see why they're seemingly pushed aside by SCE when they should be being shouted about.

If the devs don't make a big deal of their games, chances are they're largely forgotten about, or at least that's the impression I get. I get very few review codes through, in any case, which does suggest they're not that easy to come by for the devs.

I was so excited about PSM at first, now I struggle to even find what's new. Somebody should go all out and make a site dedicated to them...
 
It baffles me how badly Sony are handling PSM. Games are rarely announced, they're shoehorned into the weekly updates and developers hardly ever get a chance to talk about them on the Blogs.

I know psnstores do a great job of covering the releases, but I just don't see why they're seemingly pushed aside by SCE when they should be being shouted about.

If the devs don't make a big deal of their games, chances are they're largely forgotten about, or at least that's the impression I get. I get very few review codes through, in any case, which does suggest they're not that easy to come by for the devs.

I was so excited about PSM at first, now I struggle to even find what's new. Somebody should go all out and make a site dedicated to them...

It's impossible to get codes for games unfortunately, see this link. I'll be releasing a game soon and I'd love to be able to send out a few codes to sites (including TheSixthAxis!) but the systems aren't in place for most devs to get them at the moment. (Some people who have some kind of deal with Sony might get them, but the average developer can't).

I get the impression that the PSM section of SCE seems to be a bit understaffed, which would explain why features are slow to appear and the whole program doesn't get much coverage. It's odd, because in a lot of ways it seems like Sony doesn't really care about PSM, but the last update to the SDK added loads of user requested features, the staff on the forums are very helpful with technical assistance (though there aren't very many of them and they don't seem to have much contact with other sections of the PSM system), the recent Unity support is an unexpected bonus and as far as I'm aware Sony are pushing PSM development at events like GDC. I think it's partly a case of good old-fashioned SCE lack of communication between departments, which is something they really need to change if they want to make PSM a success.
 
It's a break out type of game. There are three types of different colored balls with different characteristics as well. The title is brg and is made of the initials of the three colors of the balls. You can pronounce it like a softer version of 'break'.

Red and blue are magnetic and depending on color, blocks turned into items will build different stats. Red builds power, i.e. control over ball speed and illumination radius. Green increases length of the bat and its movement radius. Blue increases movement speed of the bat.

Using touch controls the bat can be positioned and angled to reflect the balls in the intended direction.

Sounds pretty good, i'll keep an eye out for it :)
 
It baffles me how badly Sony are handling PSM. Games are rarely announced, they're shoehorned into the weekly updates and developers hardly ever get a chance to talk about them on the Blogs.

I know psnstores do a great job of covering the releases, but I just don't see why they're seemingly pushed aside by SCE when they should be being shouted about.

If the devs don't make a big deal of their games, chances are they're largely forgotten about, or at least that's the impression I get. I get very few review codes through, in any case, which does suggest they're not that easy to come by for the devs.

I was so excited about PSM at first, now I struggle to even find what's new. Somebody should go all out and make a site dedicated to them...

If you aren't a "managed" PSM title you get very little support from Sony.

No blog posts, no vouchers.
 
It baffles me how badly Sony are handling PSM. Games are rarely announced, they're shoehorned into the weekly updates and developers hardly ever get a chance to talk about them on the Blogs.

I know psnstores do a great job of covering the releases, but I just don't see why they're seemingly pushed aside by SCE when they should be being shouted about.

If the devs don't make a big deal of their games, chances are they're largely forgotten about, or at least that's the impression I get. I get very few review codes through, in any case, which does suggest they're not that easy to come by for the devs.

I was so excited about PSM at first, now I struggle to even find what's new. Somebody should go all out and make a site dedicated to them...

Well, we are sort of dedicated to it now, since they stopped making Minis

http://www.pspminis.com/

But on the flip side, I struggle to find news in the first place, since it's not like anyone ever tells us anything. So I have to scour youtube, twitter, and the official PSM forums for scraps of info, and Takao digs up stuff once in a while.
 
Man, it kinda sucks if you want to develop for PSM but don't live in US/EU/JP.

I mean, I'd like to develop but I don't think there's a possible way I could publish since Philippines doesn't support PSN (but supports PS3/PSP).
 
Any news when they will release this for the rest of Europe?
See at least one Swedish game further up this page but the service is still not available here...
 
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