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Elements of a Good Boss Fight, Part 1: Anticipation

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Leveling Up in Fingeance

Leveling up. For some, it’s the best feeling in gaming. In a flash, you’re bigger, stronger, better at everything. If you’ve ever pulled an all-nighter to ding in EverQuest or logged into WoW just to burn rest experience, you’ll agree when I say that leveling is a pleasure, and addiction, and a way of life.…
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Next Fingeance Build on Display at 2D Con

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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…
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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…
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Stephen Left Me a Gift!

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Top 7 Features We’re Dying to add to Fingeance

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New Biome: Dolphin City

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New Biome: Deep Sea Cave

Salutations! As many of you know, Escape Industries set out on a mad quest recently. We were tired of endless hypotheticals about how the game might look someday. So we set out to build the dang thing. As soon as possible. In mid December, we ourselves upon a crazy challenge: make six levels in just…
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Fingeance Fiction: The Sum of their Parts
Dorsa: Still? It’s been minutes, and still the ink keeps coming. It slithers out in towering jet-black plumes. The light around them had dwindled, then faded entirely, reducing the forms of our heroes have to four tiny pinpricks of light in the fog. They squint out from their submarines, struggling to see anything but blackness.…
