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Teamwork Makes the Dream Work

Fingeance is a game about teamwork. Or at least, that’s what we’d like to say. The teamwork aspect of our game hasn’t been emphasized as much as we’d like. So, we’re working to change that. Teamwork Revisited So what have we done to fix it? First, we’re looking at remaking the starting parts of some…
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Tank Additions and Future Ideas

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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Augment Designs and Shields

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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Alternate Fire Cannons
In a previous version of our game (we’ve been doing this for nearly a year now), every cannon came with an alternate fire option. This was back when different kinds of hulls existed for the player to buy. Alternate fire shots were accessed by holding the shoot button down for a period of time, which…
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Shock Shield Tuneup Time

The Shock Shield. This thrumming bulwark of porpoise-punishing power might be the marquee item for Fingeance, and we’ve all but ignored it on this site. Stephen wrote a primer on it here, but it deserves a second look. You see, the Shock Shield isn’t the only defensive item in Fingeance. Once done, the game will…
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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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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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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…
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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…
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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…
