We’re currently playing MechRunner to give you a review for the game, so we figured now was the perfect time to get in touch with Spark Plug Games to talk about the game’s long development path to PS4.
PS4B: Hi! Thank you for taking the time to join us at PS4blog.net. Would you mind getting us started by talking a bit about yourself and your work?
Thanks for having me! I’m John O’Neill, the main programmer on MechRunner, and have been working on it from the beginning of the project. We’re a small team, so there’s a lot of hats that get worn when working on projects like this and trying to stay alive in this indie market. It certainly has been a long time coming, and we learned a great deal about the challenges of trying to manage a business and stay alive while building a game of this scale with a small team.
Cosmic Star Heroine is now out on PlayStation 4. Since we’re working on a review for the game, we got in touch with Zeboyd Games to talk about the game’s development for the PS4.
PS4Blog: Hi! Good afternoon. Thanks for joining us at PS4blog.net. Could you please get us going by introducing yourself to our readers and telling them a bit about yourself and your work?
I’m Bill Stiernberg, one half of the team at Zeboyd Games. We develop Japanese-style RPGs with our own unique modern twist on top of a classic/retro presentation. Our best-known games are Cthulhu Saves the World, as well as the third and fourth Penny Arcade RPGs. Our biggest project yet just release: Cosmic Star Heroine, a sci-fi espionage RPG inspired by games like Phantasy Star and Chrono Trigger.
Rise and Shine is out today for PlayStation 4, so we got in touch with Super Awesome Hyper Dimensional Mega Team to talk about the game’s development and its release for Sony’s home console.
PS4Blog: Good morning! Good to have you with us at PS4blog.net. Would you mind introducing yourself to our readers?
My name is Enrique Corts, I’m from Spain, and I’m mainly one of the two artists at Super Awesome Hyper Dimensional Mega Team, although I wish I could only be in charge of the art! Being part of a tiny team of four, I usually have to deal with different things like animation, design, production, PR, etc.
I’ve been working in the games industry for about 17 years now as concept artist or art director, but only 7 of those as an indie developer.
In the past I’ve worked on projects like the original Plants VS Zombies or Worms 3D and as a team we have developed Pro Zombie Soccer and Supermagical (both among the Games of the Year on the App Store) before Rise & Shine.
PS4Blog: Could you please introduce yourself to our readers and tell them a bit about yourself and your work?
Cheryl Vance here – I’m one of the Co-Founders of Prideful Sloth, and for lack of a better title, I’m the Lead Designer for Yonder: The Cloud Catcher Chronicles.
In a standard day, I could be designing mechanics, writing dialogue, doing interviews, chasing up localization or even submitting for ratings. Prideful Sloth is a small company, so we don’t have traditional titles… We each bring a unique mix of skills to the company, and everyone is able to contribute, so it’s a great balance!
PS4B: You’re currently working on Yonder: The Cloud Catcher Chronicles for the PlayStation 4. How would you describe this game?
Tumbleseed will be making its way to the PlayStation 4 very soon so we got in touch with one of the game’s developers to talk about this quirky and colorful release.
PS4Blog: Hi! Thank you for joining us today. Could you please get us going by introducing yourself to our readers and letting them know a bit about yourself and your role on TumbleSeed?
Hi! I’m Benedict Fritz. I’m a programmer and one of the co-designers of TumbleSeed. Along with Greg Wohlwend, Joel Corelitz, David Laskey, and Jenna Blazevich, I’ve been working on TumbleSeed for the last 2.5 years. We’re all local to the Chicago area and met via the Chicago indie scene. TumbleSeed started off as a prototype inspired by the old mechanical arcade cabinet called Ice Cold Beer, and it’s grown from there into a full fledged roguelike about tumbling to the top of a mountain.
PS4Blog: Hi! Welcome to PS4blog.net. Good to have you with us. Would you mind get us started by introducing yourself to our readers and telling them about your work?
Hey! My name’s Martin Cosens, I’m one of the developers from Lamplight Studios who worked on the Indie Puzzle-Platformer – A Pixel Story
PS4B: We had a lot of fun reviewing A Pixel Story on PS4, and we wanted to see how you describe this release as if you were talking to someone who has never heard of the game.
A Pixel Story is a 2D Puzzle-Platformer set inside a giant fantastical computer system, you play as a program that starts as a ball in a game of low-fi ping pong, and is then pulled into a new world of colours and sounds. The world is under the grip of a vicious tyrant and, as is so often the way, you are the chosen one, destined to save The System. Using a magic hat that gives you the ability to save a location and teleport back to it, you need to overcome a huge range of increasingly challenging obstacles, gathering memory with the aim of confronting the evil Operator.