• The Music of Fingeance

    Music is a topic that is long overdue here on the blog. We have hinted at it in the past when we introduced the Kelp Forest and the Deep Sea Cave, but never actually talking about where the musical inspiration truly came from. That changes today! For all of the music in the game I […]

  • User Experience Testing: Four Problems and Solutions

    In April, as we geared up for GlitchCon, we took time to engage in one of the great pleasures of game-making, User Experience design. Today, I present four stories of making player gadgets (special attacks) as intuitive and pleasurable as possible. Spike’s Shell Block: A Defensive Demonstration We’re starting big. This is one of the […]

  • Dorsa: The Underwater Rogue

    Dorsa has been in the game since the beginning, but she’s never really had a role that fit her character well. As detailed in our character descriptions, Dorsa is a greedy, self-absorbed fish who wants to profit from the takedown of the Dolphin Empire as much as possible. However, we’ve oftentimes saddled her with a […]

  • Escape Industries at GlitchCon 2016!

    Escape Industries and Fingeance will be at GlitchCon next week on April 29th! If you haven’t heard of GlitchCon, go check out their website. It’s like a miniature Midwest version of PAX or IndieCon. Despite being relatively small and new, it’s pulled in startlingly high-caliber talent from across the United States. They’ve played host to […]

  • Redacted: The Balancing Act of Sharing Content

    Sharing content with you, the audience, is a tricky subject. We have already reached a point in development where we need to start thinking about what content we share and what we should keep secret. In fact, if you read last week’s blog post we had fun withholding some info about a new character. Jokes […]

  • Rebalance: Promoting Team Play in Fingeance

    In the last two weeks, Fingeance has undergone a sweeping set of changes designed to promote teamwork and communication. This rebalance touches everything, but focuses on the pace of combat. From the beginning, we’ve wanted to make our game a Side-Scrolling Shoot-Em-Up with Roles, and a huge part of having “roles” is having them work […]

  • Finn’s New Loadout

    Over the past few weeks, we’ve talked about some major changes we’ve made to the shop. I left Lane a nice present in the form of new Bubbles equipment before we left on our trip to the Game Developers Conference in San Francisco. That’s not the only character we’ve been fiddling with however! Finn’s got […]

  • GDC 2016 Adventures

    We are back from GDC 2016! This year marks the first year that my bro, Stephen, and I went to the Game Developer’s Conference. The Game Developer’s Conference (or GDC for short) is a professional conference where game developers from all over the world come together and share ideas, show off their games, and network […]

  • Stephen Left Me a Gift!

    Stephen, lovable scamp that he is, left me something before he and Charles left to frolic on the floors of GDC. I’m getting a little giddy just looking at it. He has great taste, and knows just what I like. Should we open it up? I was thinking the same thing. Oh wait! There’s a […]

  • Brand New Shop and More

    Escape Industries has been hard at work to bring you new content, as we’ve shown for the past few weeks. One new feature we haven’t shown yet is a new shop, updated for the coming changes to Fingeance. This new shop should look fairly familiar to veterans of more recent builds, but there are some […]