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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…
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Demo Announcement – Fingeance Alpha

Make waves: The very first Fingeance Alpha Demo launches in two weeks. You can play it live, right here at EscapeIndustries.net on Monday, June 1st. We at Escape Industries humbly consider ourselves to be leading experts on matters of undersea revenge. To best enjoy the Fingeance Alpha demo, we suggest the following: Controllers – Keyboard…
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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…
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Preparing for the Slog

Work on Fingeance started in July 2014. Twice, we’ve scrapped everything and started fresh. We’ve built and built, gone through planning, prototyping, implementation, and sweet, sweet content production. Even with all that behind us, surprises still lie ahead. Today, as we look out on Summer 2015, we see something scary and exhilarating and new. We…
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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…
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Freshmaker: Revisiting Boss Design

Escape Industries is a small studio. Three of us, working odd hours around jobs and school, are attempting an ambitious project. For this reason, we spend a lot of time on two things. First, making tools to increase our productivity. Second, using design tricks to cram replayability into every nook and cranny. This article looks…
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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…



