25w ago - Mando Productions Marketing Director Michel Bams announced today that Cardboard Castle is making the cut on PlayStation Mobile.
To quote: Hi there PlayStation Community. This week, we're launching Cardboard Castle on PlayStation Mobile. This is our first game on the platform, and we wanted to give the community something that was fun, entertaining and creative.
The premise of the game is to use real-world items like scissors, water and fire to help the hero of the story on his adventure through a land of cardboard.
As we were designing the game and discussing the idea of having "real" elements in the game, someone on our team suggested cardboard with the idea that it could be cut, get wet or burned. So the idea of a puzzle/adventure fantasy world based on cardboard was born.
We wanted to create a story that was totally based on cardboard and paper only. In the beginning the design of the game was really bland, so we added a cartoony feel to it in order to get that balance of real world and cartoon that we were looking for. We also wanted people to feel like they were progressing in the game by using real world items such as scissors and a glass of water.
As you play through the game, you will see where we added fun and humor. The main hero sometimes...
51w ago - Nnooo Creative Director Nic Watt has shared a video today spotlighting EscapeVektor, which makes a break for PlayStation Vita next week!
Below are the details, to quote: We're happy to bring you information about escapeVektor, a new game coming to PlayStation Vita from Australian independent developer Nnooo.
The concept is simple: Vektor is trapped inside your CPU and needs your help to escape! Each node (level) consists of a series of interconnected lines which form cells.
These are claimed as Vektor moves along them. Claiming all of the cells in a node unlocks the exit to the next node, bringing Vektor closer to his escape. Watch out because the CPU sets up obstacles and sends out its army to destroy him.
There are four main abilities to unlock and use in escapeVektor.
• Detonate: This ability allows you to destroy enemies which get too close. If you can escape a node without detonating you'll earn a star! Getting stars on all the nodes is going to be tricky.
• Boost: Boost allows you to travel much faster than normal for short periods of time.
• Super Boost: This is a much faster version of boost which drains boost energy even quicker!!
52w ago - Eclipse Games Founder Eduardo Jimenez has announced today that EcoFish is making a PlayStation Mobile splash tomorrow.
Below are the details, to quote: EcoFish is a game I personally wanted to do for a long time. It's based on games from my childhood - games that I loved but for some reason haven't been re-done and re-invented a million times already.
If you liked old-school platformers you'll find lots of new games still being made in that genre, but if you look for games like QiX, Styx or Gal's Panic, you're not likely to find many.
It wasn't hard to convince the rest of the team since they played those classics too and loved the 'genre' as much as I did!
The core mechanic of the game consists of drawing lines starting from the borders of the playable area enclosing parts of it that are 'acquired'. If you enclose an enemy within the area you acquire, it is destroyed. We thought this kind of gameplay would fit particularly well on touchscreens and, of course, the PS Vita.
There are different objectives in every level, such as destroying a concrete enemy, eliminating all enemies, acquiring a certain percentage of the screen, and so on. We have deviated there from the original formula, as well as with the enemies.
63w ago - Wizarbox Project Manager Julien Millet has posted up a video today announcing that Realms Of Ancient War is making PSN its Battlefield.
To quote: Hey there, it's Julien from Wizarbox here with word on our new game, Realms of Ancient War.
RAW has been in development for over two years, inspired by our deep love of hack 'n slash games. We've played practically every game in the genre (including some pretty obscure PS2 efforts) to seek out the best ideas from the past.
The rest of our inspiration comes from our designers, who came up with crazy ideas to give our title its own signature fast-and-furious style of action. Every decision was met with one simple question: "Is this a fun idea?"
• Do you want to spawn dozens of huge swords from the ground? Yes!
• Should the screen be covered with hordes of enemies, all hell-bent on the goal of killing you? Oh yes!
• What about taking mind-control of gigantic enemies, turning around and pounding the &@*% out of their minion buddies? Hell, YES!
• Maybe you could ride a flashy pink pony and battle your enemies with a giant toilet brush? Uh... let's forget that idea...