Australian video games are a rare sight on consoles.
This month, as a senate enquiry into the future of the under-supported local industry heard submissions across the country, three games in particular stood out as Aussie efforts that defied the odds to make it onto digital shelves dominated by North American indies and gleaming AAA titles.
Blast 'Em Bunnies ??? a cartoony defense game from local stalwarts Nnooo ??? and Assault Android Cactus ??? a cult PC favourite from Brisbane's Witch Beam, now making the jump to PlayStation 4 ??? are the most recent. Both have a great look, a unique hook, and have been well received by gamers. But when it comes to unusual conceits, Sumurai Punk's Screencheat might just have them both beat. 
In classic couch multiplayer games like GoldenEye and Halo, which carve the screen evenly between players to allow them to play at the same time, screencheating was the crime of watching your opponents' screens to gauge where they were and gain a strategic advantage.
Samurai Punk's game puts this controversial but ubiquitous tactic front and centre, making all players invisible so that watching each others' screens is the only way to tell where anyone is.
It's been referred to by some as a "second-person shooter", in that you spend the bulk of your time looking through your opponents' eyes, trying to line up your position relative to theirs so you can strike.
This premise alone was enough to draw crowds in consecutive years across various gaming conventions, but Screencheat ??? which hit PC in late 2014 ??? has proved its staying power with smart design, plenty of depth, and that elusive competitive spark that tends to stretch party sessions on until the wee hours of the morning.
There's also some subtly Australian absurdity snuck in. It is, to my knowledge, the only game available on console in which you can "Tony Abbott" your friends with a candelabra.
Speaking to Fairfax Media, Samurai Punk's Nicholas McDonnell said the game was always designed with consoles in mind, but the nature of the industry meant the only option was to develop for PC first and then hope to be approved for consoles before the team could spend additional time to convert (or 'port') it over.
"The game's essentially been in full-time development for two years, but the console versions took around six months of that to port on their own," McDonnell said.
"It wasn't until late 2015 that [bringing the game to consoles] was becoming a reality, when after a trip to PAX Prime in the US we were able to get hardware and start development."
Unlike with PC development, console developers must be authorised to test hardware by platform-holders like Sony, Microsoft or Nintendo.
"I think the real challenge for a lot of smaller developers is getting noticed just to get set up, get hardware and then get support," McDonnell said.
"For us we achieved that with regular trips to the US for events."
With the last of the large-scale Australian game publishers and developers dying off years ago, and with the federal government's decision to axe the Interactive Games fund in 2014, our country's game developers largely fund their own games, with or without the help of a local publisher, to a release on mobile or PC.
However the international community is starting to take notice of Australian games, with local events like PAX Melbourne attracting reps from big publishers, and schemes like Sony's PlayStation First offering support.
McDonnell said if you can overcome the challenge of getting your game to market, and then of getting it in front of platform holders, the process will get easier the second time around.
"Compared to a lot of indie games, Screencheat has been a commercial success: we've been able to break even and will be able to make another project of similar size to Screencheat without having to start working two jobs again," he said.
"I think overall the porting process as been pretty draining. I mean, we got into games to make games - not make one game then port it to multiple platforms for half a year, but if the ports do well, then it will really help us in the future with new projects.
"Going forward we have the option to [simultaneously] ship on multiple platforms, unlike previously where we had to push out PC to keep going."
Screencheat is out now on PlayStation 4 and Xbox One, as well as PC via Steam, Humble Store and GoG.
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