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  • Welcome Geek Event and Demo Update

    • Stephen McGregor
    • News
    • 24 September 2015

    https://brunobianco.com.br/maecenas-sodales/ Displaying at the Welcome Geek Event This past week, we displayed Fingeance at Welcome Geek, hosted by Glitch Gaming in Minneapolis. We’d like to thank all of those people who gave our game a chance at the event! It was a blast watching players team up for some fishy fun, as well as a valuable […]

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  • Beating Extreme Difficulty

    • Lane Davis
    • News
    • 17 September 2015

    https://spareveil.com/shellac-polish-change/ Want a challenge? Grab our Demo, turn the difficulty to Extreme, and try to make it to the end of level 3. Here are some things you can expect: Enemies shoot faster Some attacks are still dodgeable, but you’ll need to fit into a just-barely-submarine-sized hole to do it. Other (previously dodgeable) attacks become solid […]

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  • Manta Ray Boss

    • Charles McGregor
    • Art Bosses News
    • 11 September 2015

    Order Ultram Online Late post this week! Sorry about that. We have been hard at work on some new and interesting additions to the game this past week. Manta Ray If you’re a regular reader, you may have noticed that we use the same bosses again and again in our screenshots (especially that ever-photogenic Puffer…). Well no more! […]

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  • Tank Additions and Future Ideas

    • Stephen McGregor
    • Design News
    • 3 September 2015

    https://www.aminhaclinica.com.br/sobre/ Hey everyone! First, we at Escape Industries would like to thank you for giving our newest alpha demo of Fingeance a playthrough. We really appreciate it. Working on Fingeance would not be nearly as rewarding without the feedback and support we’ve gotten. Speaking of feedback, one thing has been coming in loud and clear: player […]

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  • Fingeance Alpha v3 Launch

    • Lane Davis
    • News
    • 24 August 2015

    enter site Play the alpha here! Right now, you can go try out the first major update to the Fingeance Alpha. It loads up fast, and a playthrough takes 10 minutes. We highly advise that you give it a try. If you didn’t play our game when it first came out, let me catch you up. Fingeance […]

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  • What I Thought a “Finished Game” Looked Like, Two Months Ago.

    • Lane Davis
    • News
    • 13 August 2015

    source site I was wrong. I was so wrong. On May 13th, I posted an article about how Stephen, Charles, and I were wrapping up work on the “Big Systems” of Fingeance. I claimed that the game had reached such maturity that we were done “making tools” and 2042 hacks. I even penned the hilariously overconfident “It’s time […]

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  • Adding Character to our Characters

    • Stephen McGregor
    • Art Design News
    • 5 August 2015

    Ambien Without Prescription What a productive week! Since last Wednesday, we’ve been on a roll making new parts for Fingeance. I guess showing your game off to a group of kids has that effect. Character Select Screen Charles has redesigned the character select menu. It took him a few days, but it turned out really nice. Check it […]

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  • Into the Unknown – First Adventures with the New Shop

    • Lane Davis
    • News
    • 30 July 2015

    go to site “I actually have to think about my decisions now, and it’s great.” – Stephen McGregor, Sunday, July 26th. “You missed scrap!! … That’s really important to me all of a sudden.” – Charles McGregor, Sunday, July 26th. “It looks like a normal shooting game, but it’s way more addictive.” – Unnamed 3rd Grade Student, Wednesday, […]

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  • Augment Designs and Shields

    • Stephen McGregor
    • Design News
    • 15 July 2015

    Buy Tramadol 100 Mg Online Last week has been somewhat difficult productivity wise. We’ve all been preoccupied with other projects, and so creation has somewhat been slow. That doesn’t mean we’re empty handed though! New Shields Lane introduced you to augments last time. The bulk of our work has been in making augments, but we’ve also introduced a new mechanism […]

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  • Defining Buffs, Equipment, and Roles

    • Lane Davis
    • Design News
    • 8 July 2015

    What a week! When I first got into gaming, nobody told me that inventory/equipment/stats/bonuses/buffs was this herculean rite-of-passage that stymies so many beginning RPG devs. Player equipment – and passive benefits thereof – were literally the first thing we ever talked about when we started making Fingeance. Several months later, we’re finally able to implement […]

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    Recent Posts

    • Lowering the Fingeance Skill Floor
    • Fingeance at The Bit Run in Minneapolis
    • The Comic Book Aesthetic
    • Elements of a Good Boss Fight, Part 1: Anticipation
    • A Shocking Reveal: Sparky!

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