My thoughts on the whole indie thing:
http://www.neogaf.com/forum/showpost.php?p=209393914&postcount=270
You're the second person I've seen cite localized games as a sign that Vita has a userbase and is continuing to do well, and while that's true for those types of games, I'm not sure it translates across well to all indies. After all, WiiU sells lots of Nintendo first-party software but it doesn't necessarily mean it'll be a decent environment for every indie.
Unless there's a genre-match (which there actually is for Moon Hunters, since it's an action-rpg) then you are kinda rolling the dice with releasing on Vita.
Except I don't think that's true, because like I mentioned, we've gotten data of other indies that have done well on Vita. Everything from Mike Bithell tweeting about unexpected Vita support for Volume; Dan Adelman saying he was happy with Axiom Verge sales on Vita; Jeff Minter pointing out how much more profitable Vita development was for him than iOS; Brian Provinciano saying how Vita is an incredibly healthy market for him; Shovel Knight selling pretty much as well on Vita as XB1 etc.
Obviously there's a massive mish-mash of genres, project sizes and budgets in that list and it's not representative of the entire indie market on Vita. But what I think it does show is this - if you create a good indie game; work on optimizing your Vita port so it runs well and you engage with the Vita community about your product, then you're more than rewarded with sales. It might not be breaking sales records like PS4 or whatever else it's doing, but the core is there and it's more than capable of making your game profitable.
And I just wish more developers saw that.
It's stupid, basically







