Author: Stephen McGregor

  • Debuffs and You; A Crash Course

    Hope you’re having a good time playing the Fingeance Alpha Demo! If you’ve played it a few times, you’ve no doubt come across an enemy or part that applies freeze. That is an example of a debuff. A debuff in most games weaken a target’s abilities in some way, and in our game they work…

  • Fingeance Alpha Demo is Here!

    Fingeance Alpha Demo is Here!

    Get it now: Fingeance Alpha Demo! It’s here at last: the Fingeance Alpha Demo is ready for your enjoyment. Before you dive in, here’s a few suggestions to maximize the fun: Controllers – Gamepads are best for a shmup such as this. Keyboard controls are also provided, but not recommended. Allies – Fishy foes are…

  • New Parts, More Progress

    Escape Industries has been working really hard to bring you fine folks the Alpha Demo of Fingeance on June 1st. I’d like to share a couple new parts we plan to have ready on that day. Keep in mind that these parts are still in progress. Unfortunately, I can’t get pictures of these parts (the art…

  • Beginner Level Creations

    In preparing for Fingeance’s demo release (out June 1st!), I’ve been updating older chunks and creating a new beginner level as an introduction to the game for newer players. If you’ll bear with me, I’d like to go over what a beginner level for Fingeance looks like. Right in the beginning, the player is dropped…

  • Level Design Progress – It’s happening!

    This past week has actually been productive for me design wise, despite having to get through finals week (maybe it’s from all the procrastination I’ve been doing…). I’ve completed a few parts that I’ve been meaning to hash out for a while, and am now currently working on the level design for Fingeance. I realize…

  • Game Design Update: The Gatling Gun

    Hey folks! It’s that time of the year where the more exciting and fun stuff (like this blog…) has to get put on the backburner for the more important and boring things (like finals…). Unfortunately, I haven’t been able to do much game design work this past week. This blog post and likely next week’s…

  • Movement in Fingeance

    This past week, I’ve been looking at the movement options we have in Fingeance currently. This blog post is gonna get pretty in depth in some of our design philosophies and understanding of our game, as well as the history of this game’s creation a little. Hopefully you get something interesting out of it. (Quick…

  • Plethora of Parts for Your Perusal

    It’s been a little while since we’ve gone over parts in Fingeance, but since I’ve been working out a few designs I wanted to share some of the more finalized ones with you. Keep in mind that they may not be exactly like this in the final product. Frenzy Engine This gadget will increase your ship’s rate…

  • Level Design Part 2: Underwater Boogaloo

    So guppies, you love ’em, you hate ’em. They aren’t much of a threat though. Even in large groups, you can just plow through them with enough damage (or a cooperative team!). But what happens when you strap a couple of cannons on their sides? Enter the guppy gunners. These guys move slightly faster and…

  • Level Design Part 1: Guppies and You

    These little guys, called guppies, are like the goombas of the sea (yes, I’m aware that cheep cheeps are the goombas of the sea, shush): they appear in a variety of situations all over the game, but are very easy to dispose of. Don’t let their cute appearance fool you, contact with these guys will…