Last week, a fan of ours decided to play Fingeance using only his right hand. Surprisingly, he did very well throughout the campaign (albeit on easy mode)! It immediately dawned on me how much decreasing the skill floor in Fingeance has helped with approachability and accessibility.

In the past, Fingeance had somewhat of a split personality issue in terms of the skill levels we’re focusing on. We’d like the game to be a much more newbie-friendly shmup, but we also want a “shooter with depth” for advanced players. In our efforts to add that depth we crave, we sometimes added overly complex character abilities that turn off both newer and expert players. We’ve found that simplifying parts and lowering the skill floor had a dramatic effect in a user’s understanding and enjoyment of Fingeance.

Skill Floor: A Breakdown

The skill floor is a game design term used to describe the minimum level of ability a player must have in order to progress through the game and/or positively contribute to a team or competitive experience. For example, a game like Super Smash Bros. packs a low skill floor with its simple and intuitive controls as opposed to the comparatively complex Marvel vs Capcom 3. This term should not to be confused with the skill ceiling, which describes the amount of effort it takes to master a game/character/system.

For Fingeance, we aim for that elusive gold standard: a low skill floor and a high skill ceiling. Previous iterations tended to be high floor, high ceiling affairs. Oftentimes, we reach the amount of depth we’d like from the game, but with complicated and unfriendly character parts.

Keeping it Simple

Complicated parts are fun, right? You get to do a lot more with them than a simple part, which makes more interesting decisions.

Turns out, the cost of complexity in Fingeance was higher than we originally thought. See, the basic actions of Fingeance — dodging bullets and hitting enemies — has heaping helpings of complexity and depth on their own. Now, add to that powerful special abilities, and we have a game that’s quite hard to master indeed.

But here’s the problem: we were addicted to adding gadgets with weird, unique, and challenging uses. Here, take a look at a gadget we added a few months ago:

Rally Cry's difficulty made Finn's skill floor very high, especially for one of the starting characters.

Finn’s gadget, Rally Cry, used to have two selections that you could pick from by moving in a direction. As you can see, while the menu is up, the player can’t actually move their sub. Instead, their analog stick gets mapped to the menu, freezing their movement in place.

Standing still for even a few moments to decide what buff you wanted to apply to your team made that gadget risky to use. The two choices had drastically different outcomes, making the best use case for them hard to determine. Also, newer players couldn’t figure out what Rally Cry even did, as they would press the button too fast to see the menu or would see it pop up without any obvious way to use it.

Here’s another example:

Aiming with the Pickrocket was an awkward action, and could be dangerous if not done as quickly as possible.

Dorsa’s Pickrocket had a similar issue. Aiming the part took a bit of time to adjust to, which is frequently time you can’t afford in a shoot-em-up. Occasionally, the part delighted a player on completion of a perfect shot. But mostly, it left the baffled or — worse — wishing they had another continue. We’ve made these parts easier to use by making them function as through one button press. No longer will players have to go through hoops to reach the skill floor!

Pumping in the Juice

For the two gadgets above, we’ve made big changes. For one thing, we’ve added lots of visual and audio flair. This gives players a better understanding of what they’ve done and how powerful the action is.

A much more satisfying gadget to use now!

Finn’s Rally Cry replacing gadget is the Defense Formation, a powerful defensive boon that gives all players a large shield for 3 seconds when activated. This shield takes damage for them when until it reaches its health limit. To support this, we’ve pumped some serious juice into this part, making it a clearly momentous occasion. Finn players should feel good every time they use the gadget. Giving someone a boost to their defense isn’t nearly as satisfying if you can’t tell it happened!

Meanwhile, Dorsa’s Pickrocket was changed to a missile that explodes on impact, stealing the health of enemies in the blast radius. We’ve added a fancy explosion when it reaches its mark, and particles now come from enemies hit to all players healed from the life steal effect. Players just starting with Dorsa will now have a clear indicator on their effectiveness.

New Pickrocket

Playing as Finn and Dorsa feels much more satisfying with these changes, and future content will follow suit. How do you feel about the lowered skill floor? You can comment here on our blog, or reach us on our Twitter, Facebook, and IndieDB pages.

 

In our recent demo release, we added in a few unexpected features. There were weird new bosses, a secret difficulty level, and of course, unlockable characters. You might have come across a few already. One character is Spike, the tanky turtle who Lane’s talked about a bit, but the other’s more of a mystery. Sparky, the slippery electric eel, is unlocked if you complete the demo’s campaign on any difficulty.

Sparky’s Electric Personality

Sparky is a little eel with a big ego. She loves to be the center of attention, and her kit allows her to dazzle audiences with showy displays of skill. She specializes in dealing huge damage bursts, and avoiding enemies by zipping around them. Though Sparky has unparalleled ability to shoot and dodge her way out of difficult situations, this agility comes at a cost. With a low starting health, and no way to freeze enemies or heal herself, using Sparky demands fast reactions and skillful decision-making.

But when you get it right? Oh, it’s gonna be sweet.

Sparky's Shock Trooper

Sparky’s cannon is the Shock Trooper, a swift-shooting gun with reliable long-ranged fire. The Shock trooper is really easy to use (don’t worry! The rest of Sparky’s kit is where things get interesting), but its high rate of fire means it offers a high reward for what I’ll call “switch timing,” that is, alternating to the next target right when the first one dies. Great timing — plus the use of Sparky’s movement tool, below — lets her keep pace with even the heaviest hitters like Gil.

Teleport to the Top

Teleporter

Sparky’s first gadget is the Teleporter, which lets her cleverly slip through whatever comes her way. Pressing the activation button down starts the process, showing a targeting reticle in the direction of the left control stick/directional keys. Releasing the button transfers her ship instantly to the reticle.
An example of the kinds of flashy plays Sparky likes to do.

This gadget can be used to quickly position Sparky, whether that be offensively or defensively. For example, she can quickly defeat enemies on the bottom part of the screen, then immediately teleport upwards to continue her onslaught. Conversely, she might linger in the middle part of the screen, attracting a hail of bullets, only to effortlessly warp out of harm’s way.

Now, let’s consider another feature of Teleporter. While its button is held, it’s charging. As you charge up Teleporter, its maximum range increases. This offers a great reward for watching enemies closely: If you anticipate a big attack: start charging early so you can hop over whatever the foe throws at you.

Shock to the System

Thunderbolt

The Thunderbolt, Sparky’s second gadget, is where her burst specialty comes in. Pressing the activation button starts a charging process, slowing her ship down significantly. Releasing the button unleashes the charge. The longer the charge is held, the more focused the cone is and the more bullets are fired. A fully charged Thunderbolt shot fires all of the bullets in a straight line.

Thunderbolt with Teleporter

If you’re facing a group of weaker foes, a quick Thunderbolt shot will make short work of them. For bigger baddies, charge it up for higher efficiency, but be ready to Teleport if you get into trouble. An expert Sparky player will determine the optimal Thunderbolt to fit each situation. We’ve seen people have remarkable success combining Teleporter and Thunderbolt use. In particular ,try charging up Thunderbolts from safety, then Teleporting into position for devastating damage on an enemy’s weak point.

Sparky has been revealed! How do you feel about this new character? We’d love to hear your thoughts. You can comment here on our blog, or find us on our Twitter, Facebook and IndieDB pages.

Intelligent, inquisitive, and maybe just a bit paranoid (but is it paranoia if half the ocean wants you dead?), Gil has always had a reputation as a straight-shooter. Over the last year of Fingeance design, we’ve tried to give Gil abilities that reflect this straightforward, sharpshooting persona. In building Gil’s kit, we’ve tried to keep these ideals in mind:

  • Gil must have 100% accuracy and long range on most or all of his weapons. Gil is, first and foremost, a sharpshooter and back-line DPS character, and his gear has to reflect that. He should also demand good aim more than most characters.
  • Gil must be capable of highly-rewarding and spectacular shots. A legendary sniper lives to line up the perfect shot. Gil’s weapons, if used to perfection, should allow some amazing moments.

We quickly determined that the simplest way to allow awesome high-skill/high-reward play was to give Gil piercing attacks: if you aim just right, you might be able to score 3-5x damage on every shot! However, we hit a stumbling block: such a character is far weaker when there are few enemies onscreen. Gil was great at fighting swarms, bad at fighting bosses.

Today, we reveal his remade loadout. We’ve given his ship a total makeover to make him the damage dealing champ he was always meant to be!

Meet the Marksman

Gil’s combat role rests on his excellent damage dealing abilities, but is especially defined by how he doles it out. His specialty is decimating all enemies with ease, even if there’s something between him and his chosen target. His unique arsenal allows him to damage enemies cowering behind larger foes, hurt large groups of enemies, and burst down single targets. The massive amount of damage potential comes at a cost, however: Gil lacks any form of damage reducing or avoiding capabilities, so he’ll have to rely on his ship’s innate dodging ability or his team to keep him alive. What’s a better form of damage reduction than a dead enemy anyways?

Gil's cannon, the Fisherman

Gil’s cannon, the Fisherman, fires piercing bullets rapidly, dealing damage to up to two targets. The way to maximize its damage output is to position yourself to hit multiple targets at a time. Try targeting higher priority enemies behind larger targets to kill the major threats while whittling down the protector.

Gil’s Great Hunt

The first of Gil’s new gadgets is the Whale Gun, a powerful tool that fires a large and fast bullet straight in front of him. The Whale Gun can be fired multiple times, but only has four bullets. If he runs out of bullets, he can’t fire again until another ammo recharges after a period of time.

Careful not to use it all, in case you need it!

Careful not to use it all, in case you need it!

This gadget can be used to bolster Gil’s already impressive damage output by either providing a steady stream of high powered shots, or a massive damage burst. Use a rhythmic fire pattern when weaker enemies are on screen to increase his DPS, then unleash on dangerous foes to finish them more quickly. Enemies with weak points are especially effective targets for the Whale Gun.

Welcome to the Light Show

Gil’s second gadget is an enhanced Laser Deploy. It creates a drone that fires an extremely deadly laser forward after a short charge period. The laser deals damage to all enemies in front of the drone. The Laser Deploy is best used to deal damage to a large number of enemies as quickly as possible. Because of its long cooldown time and high energy cost, it’s smart to save the gadget for an opportune moment.

The devastating Laser Deploy

The deployed laser drone has about a second of delay time, but is a separate entity, so Gil can use it to deal damage while he moves to a safer space. It can also be used to deal damage to multiple areas of the screen at once, and since the Fisherman can damage multiple enemies, Gil’s range of influence is massive while the Laser Deploy is active. As you might imagine, this gadget gives Gil particular power over bosses that rely on a swarm of tiny minions. The Laser Deploy can effortlessly carve a hole in minion formations while Gil peppers the big target from afar.

Gil can grab augments over the course of a campaign that can grant him even more damage ability, more piercing ability, and even a little defensive benefit if he needs it.

Do you feel Gil is the ultimate underwater marksman? Feeling Gil-ty about doing so much damage? We’d love to hear your thoughts. You can reach us here on the comments of our blog, or find us at our Twitter and Facebook page.

Dorsa has been in the game since the beginning, but she’s never really had a role that fit her character well. As detailed in our character descriptions, Dorsa is a greedy, self-absorbed fish who wants to profit from the takedown of the Dolphin Empire as much as possible. However, we’ve oftentimes saddled her with a loadout more suited for a selfless support role. We’ve asked ourselves time and again: do we want this character to be a rogue or support? And then we thought, why not both?

Meet the Rogue

Dorsa has been built from the ground up to be the best of both worlds. Her toolkit revolves around manipulating both her positioning and enemy positioning to yield the most reward for her and her teammates. Her abilities are best used when enemies have been grouped together by her excellent movement slowing capabilities. For all her utility, though, she lacks damage. She delivers less firepower than any other member of the core squad, but she makes up for it by keeping her teammates fighting and her enemies at bay.

Dorsa's Super Sniper

Dorsa’s cannon is the Super Sniper, a powerful gun with a slow rate of fire. Each bullet deals high damage, but every shot counts! A Dorsa player will want to make sure that she’s in a good position to hit each bullet. Missing even a few puts a devastating cramp on your damage per second.

Icy Personality

Dorsa's Ice Grenade

The Ice Grenade can make many enemies in the Kelp Forest vulnerable to attack.

Dorsa’s first gadget is the Ice Grenade. It fires an explosive projectile that triggers an icy field on hit, slowing all enemies within that area drastically while it’s active. In addition to dealing solid damage in the area, this gadget makes hitting enemies with the Super Sniper super simple. A mobile enemy is rendered nearly useless while frozen, and is far easier to bulls-eye with further shots.

Proper use of the Ice Grenade will vary from stage to stage. In the Kelp Forest, it’s an invaluable tool in slowing down the hordes of aggressive enemies mobbing you from all sides. In the Cave, however, use it to freeze big enemies when their weak points are exposed, elongating their window of vulnerability.

Feels Good to be a Thief

Dorsa's Pickrocket

The Pickrocket rounds out Dorsa’s loadout. This versatile weapon can be aimed in any direction she chooses while holding the gadget’s activation button down, and fires a piercing rocket on button release that deals little damage to enemies hit. Dorsa and her team are healed for each enemy the rocket hits as it travels. The ideal strategy is to line enemies up to hit as many as possible for a massive healing burst for the team. Enemies can be manipulated by positioning Dorsa or an ice field from the Ice Grenade, making the Pickrocket even more effective.

Although the burst healing from the Pickrocket is strong, it has little effectiveness when it hits only one enemy, which makes healing from many boss encounters difficult. Many bosses call up minions to fight your team off, however, so if you can survive until then, you can keep your team fighting strong well after. Don’t be afraid to wait for the right angle either! The reward for hitting many enemies is worth it.
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Pickrocket v Jellyfish Queen

We’ve finally feel we’ve made a loadout that feels right on Dorsa’s ship, and still provides support utility that her team would want. Do you feel we hit the mark? Tell us how you feel in the comments below, send us a tweet to our Twitter page, or comment on our Facebook page.

Over the past few weeks, we’ve talked about some major changes we’ve made to the shop. I left Lane a nice present in the form of new Bubbles equipment before we left on our trip to the Game Developers Conference in San Francisco. That’s not the only character we’ve been fiddling with however! Finn’s got a few new tricks in his ship too.

Finn's not just pointing that finger for show anymore!Meet the Leader

The new Finn weapon set has been designed from the ground up to emphasize the leadership role he plays within the group. In order to do that, Finn’s been equipped with extremely powerful abilities that can change the course of a fight drastically. These abilities allow him to organize a strategy around the activation of his gadgets. It’s important for Finn to choose wisely though! His gadgets have long cooldowns, so they’ll need to be used at opportune moments. His playstyle is built with the idea of creating high moments of huge impact at the expense of higher vulnerability when they are down.

Finn's new cannon.

Finn’s cannon fires four bullets: two in the center, and two angled upwards and downwards from the center. The cannon deals pretty solid damage when all the bullets connect with a target, so expert play will involve positioning closer to enemies when possible to deal the maximum damage.

Turret Training

Finn’s first gadget, activated using the left trigger, deploys a fast-firing turret directly in front of his ship. This turret lasts a maximum of 3 seconds, but its time active is decreased when it takes damage from enemy collisions or projectiles. Finn’s turret has a wealth of possibilities, both offensive and defensive.

Finn's Turret Deploy

Finn can use the turret to tank enemy bullets for him, creating a wall of safety for a short time. It can be placed in more dangerous parts of a level to continue to deal damage while the team attacks from a more protected area. The turret can fiercely destroy grouped enemies, clearing a path for ships to slip through. Or, you can just use it to deal more damage. Hey, you’re the leader; you call the shots!

Finn’s Rally Cry

This idea of Finn giving the orders becomes even more literal with his second gadget. This flexible part inspires his team with powerful buffs, turning the underwater tides of any fight when used well. Finn’s got a couple shouts pre-installed in his mobilizing megaphone:

Increases the team’s rate of fire significantly for a short time.

Decreases damage taken by team over a short duration.

Obviously, these buffs can be used in a variety of ways. See the Biggest Baddest Turret’s weakpoint is open? Rally your team for extra damage. Huge line of missiles coming your way? Command a defensive stance from your team. Communication with your fellow teammates make this gadget even more powerful. For example, you could coordinate with a tank to have him/her protect the team temporarily when a Laser Grunt fires, and mount a quick counteroffensive with an offensive shout to deal with it when it’s vulnerable.

Rally Cry works with the Turret Deploy as well!

Both of these gadgets can be changed in impactful ways in between levels by buying augments in the shop, ranging from new shouts for the Rally Cry to a larger, tankier turret.

How do you feel about the Finn changes? Miss aspects of his older kit? Let us know what you think in the comments on this blog, tweeting at us on our Twitter, or commenting on our Facebook page!

 

 

 

Escape Industries has been hard at work to bring you new content, as we’ve shown for the past few weeks. One new feature we haven’t shown yet is a new shop, updated for the coming changes to Fingeance. This new shop should look fairly familiar to veterans of more recent builds, but there are some neat features we’ve added to help players easily buy the part they’re looking for.The new shop in motion.

The blueprints of each shop item have been simplified, resulting in a far cleaner appearance. The new shop also features small descriptions of each part, so players can take in and analyze their options quickly. The small and poorly-explained icons that once plagued the screen have been removed. Players new and old should find the new shop far more user-friendly.

Keen-eyed readers might note that there aren’t any cannons or gadgets in the new shop. Rightly so: we’ve drastically changed our approach to buyable items. No cannons. No gadgets. You can upgrade what you start with, but at the end of the game Gil will still have a laser turret, and Spike will still be able to get huge.

Why the change? On the positive side, we want to cut through the confusing, fiddly parts of Fingeance. Ever since we introduced Augments — passive upgrades to existing gear — these parts have been more attractive than top-shelf bait. With them in the shop, people felt it wasn’t worth the scrap to buy new Cannons or Gadgets (replacing and obsoleting their previous part). We decided to go with the flow and make as many clever, strategic Augments as we can. More practically, these enhancements are easier to understand, letting people get to the action quickly, if they desire.

Now, players will be able to buy augments that enhance your chosen character’s abilities in some way, possibly giving players new possibilities when bought. Each character has been rebuilt to support this change as well. We’ll be going over each character’s new loadouts in the upcoming weeks.

How do you feel about the new shop? We’d love to hear your feedback! You can comment here on our blog, or on our Facebook page or our Twitter.

Last week, we showed you some of the bosses you’ll be fighting in Fingeance, but what about the regular enemies? The smaller grunts may be weaker than their larger counterparts, but there is strength in numbers. We’ve created many new enemies over our recent push to pack each level with fresh challenges.

Ghasts

You’ll find the persistent Ghast in the Deep Sea Cave. Ghasts constantly follow the nearest player. This behavior doesn’t sound very interesting for normal enemies, until you come across a large group of them!

Area of effect gadgets, such as the Bomb Launcher, are very useful to take these enemies out quickly. Quick movement is key to avoiding their contact explosions. A player with a strong emphasis on debuffing could slow Ghasts down as well, making them easy fodder for your team.

Ghast are difficult enemies to deal with in large numbers.

Crab

The mechanical Crab makes its first appearance in the Coral Reef. If you’ve ever seen the Sony E3 press conference in 2006, you may be familiar with this kind of enemy. The Crab constantly peppers the screen with large bullets from its two claws, but its belly is left open to assault. Staying true to its character, it takes massive damage when you attack its weak point. If you can slip between each Crab’s firing pattern, you can make short work of these contemptible crustaceans.

This Crab is not based on famous battles that took place in ancient Japan.

Doom Jellies

Doom Jellies, corrupted by the Kelp Forest, are toxic in more ways than one. If a ship comes into contact with one of these dangerous creatures, the Doom Jelly will explode in an acidic cloud, slowing and damaging anything – friend or foe – that moves through it. Worse yet, Doom Jellies also release toxins when killed.

Crafty players can, on occasion, use these explosions to their advantage. Sometimes, when there’s a flotilla of oncoming guppy darters and you position the toxic explosion just right…

The Doom Jellies are toxic to friend and foe alike!

 Laser Grunt

The massive Laser Grunts carry giant cannons on their stomachs, and are some of the first responders if you manage to reach the Dolphin City. After a short charge up period, the laser cannon fires, dealing deadly damage to anyone caught in the blast. If you can defeat these enemies before they fire their cannon, they won’t be much of a threat. Otherwise, you can try to lead them into a less threatening position before they fire. Their lasers cut off access of the field significantly, so they need to be dealt with quickly!

Laser Grunts are threatening if not dealt with hastily.

As you can see, regular enemies can be a big threat when they coordinate. Have any battle stories to share? Let us know what you think in the comments here on our blog, by tweeting at us on our Twitter, or leaving a comment on our Facebook page.

 

This weekend we each participated in the Global Game Jam, where we created a game in 48 hours based around a theme; this year’s theme was “Ritual”. Our Jam Site we were part of was GameCraft at the University of Minnesota with Glitch Gaming. It was pretty intense but a lot of fun. Instead of all of us working on one game we each were on separate projects! So this week, we are going to be talking about each game we worked on.

gc_ticket_0

Save Jimmy | Stephen McGregor

In this virtual reality game, you are a guardian angel. You’ve been given the goal of protecting an 8 year old named Jimmy. Jimmy is a curious (and very unlucky) fellow. He tends to run into dangerous things while on his mundane walk to the school bus. It’s up to you to protect Jimmy from the hazards he encounters on his trip.

…Or at least, that was the goal of the game we had initially proposed when the game jam’s theme was given. Turns out being a guardian angel that can blow up buildings is way more fun, so we kinda focused more or that aspect of the game instead. There’s one harmful thing in the game right now.

If you’d like to play it, you’ll need a Gear VR headset and a Samsung Galaxy S6. Credit to Ghaith, Thong, Sara, Neil, Jeramie, and Mark for working with me to finish! Couldn’t have done it without them.

You can check out the game here: http://globalgamejam.org/2016/games/save-jimmy-vr

Rocket to God | Lane Davis

RocketToGod article img

In Rocket to God, you fill the role of a disgruntled worshipper, tired of being shunned by the big man upstairs. Your prayers have been unanswered, so it’s time to take things directly to the highest authority: God himself.

Rocket to God is a two-to-eight-player rocket-launching physics game. In each round, you start out by placing an interactive object (be it a boost, a balloon, a UFO, or a brick wall) somewhere in the sky. Then, players launch their rockets, attempting to steer, bounce, and blast their way into the Heavenly Kingdom above. If you’ve ever seen Ultimate Chicken Horse, you’ll feel right at home.

Our team — the Spicy Food Squad — took almost three hours to decide on an idea for our game. In the end, we finally hit on a name and concept that kept us laughing all weekend long. Huge thanks to David and Ashlee for keeping things light during the long weekend and for all the wonderful art. Thanks to longtime Fingeance QA-tester Michael for adding so much humor to the game. And thanks to Cody for steering the ship and giving us the idea that started it all.

You can check out the game here: http://globalgamejam.org/2016/games/rocket-god

Neon Ritual | Charles McGregor

Neon Ritual Screenshot 2

Neon Ritual is 2D sidescrolling multiplayer platformer. The goal is to race around the map to various altars and perform a ritual to obtain an orb. But be careful, other players can shoot you down and steal your orb. First to 3 orbs wins!

Unlike Lane and Stephen, this one I made on my own. It was really intense making all of the assets, doing all of the programming, coming up with the design… but I feel like it was worth it! I am really proud of what I was able to accomplish within 48 hours and I think that it turned out great. It is definitely better with more people playing as it can get hectic really quick with everyone battling to gain the remaining orbs.

I plan on polishing this game up a lot in my free time and hopefully publish this someday. I think it has a lot of potential and I really like the concept. I will be periodically posting up my progress on Neon Ritual over at the Tribe Games Blog.

You can check out the game here: http://globalgamejam.org/2016/games/neon-ritual

Play/Test – Game Jam Edition

This Friday we will be head to Glitch Gaming Play/Test, but this week it is focused on the games made at the Global Game Jam. So if you are in the area you can come and play all of our games as well as others made at GameCraft. If you can’t make it be sure to check out the website and play all of the games available: http://globalgamejam.org/2016/jam-sites/gamecraft-2016/games

Let us know what you think of all of our games by leaving a comment below or drop us a message on Twitter or Facebook!

First things first: we did it! As of 11:59pm on January 19th, we have a full-length game on our hands.

Our plan was as ludicrous as it was ambitious. It took us just under 18 months to make the previous two levels, and we challenged ourselves to make the next six in just three weeks. We ended up cutting a few corners (you won’t see new bosses previewed here for a while, for example, because we don’t have finished art), but we now have a fun, full-length Fingeance adventure to explore. If you’re in the Twin Cities area, we’ll be demoing it for the first time ever at Glitch Headquarters this Friday at 5pm. Join us!

In weeks to come, we’ll be talking about the new content, and discuss some upcoming changes to player progression. Today, we’ll be showcasing another new backdrop for your adventuring pleasure. We present…

Dolphin City

Welcome to Dolphin City.
At last.

From the moment four friends were dumped, quite literally breathless, out into the far reaches of the coral reef, they’ve been waiting for this moment. Now, they watch nervously as enormous dark structures loom larger and larger in the distance.

The dolphins know why you’ve come, and they’re armed to the teeth to stop you. As you seek vengeance, you’ll find out what the empire is truly capable of.

Finding your Way in the Darkness

Dolphin-City-Preview

We won’t say much about the fish’s intentions here, beyond saying that the dolphins do not like them. In Dolphin City levels, you’ll encounter increasingly desperate waves of an army bent on stopping you at any cost. Destruction will be ubiquitous. Danger, profound.

Let’s be clear about something: dolphins in this universe are malevolent, yes, but their intelligence hasn’t changed. They’re still the smartest things in the ocean. When you fight against dolphins, expect canny creatures with a broad suite of tactics and devastating firepower. They’re highly social, and have a penchant for forcing lackeys to do their bidding. Against a dolphin formation, your greatest ally is maneuverability: often all it takes to crack an invincible army is being at the right place at the right time.

As a case in point, consider the Controller. This is a new type of enemy that hangs back and sends forth drones to terrorize your party. Against Controllers, raw aggression accomplishes little: drones are excellent at protecting their masters. Instead, you’ll need to position strategically. Abandon pummeling the front lines just long enough to sneak a shot at the eggheads giving orders. Word to the wise: the Teleporter is magic here.

Making the Dolphin City

So much of the Dolphin City just clicked. By the time we worked on this biome, we’d discovered a handful of tricks to making enemies fun without being overwhelming:

  • Novel enemies reward adaptive thinking. They produce extra challenge without us needing to put more bullets on the screen.
  • Aggressive enemies — ones that hunt players down — stress players, but in a good way. They might only fire three bullets, but they’re all headed right for you and you need to move!
  • Interacting enemies — those that cover each-others weaknesses — change the battlefield, even in small numbers.

So, we found that smart, ferocious, and social enemies are the most fun to play against. This made us incredibly happy, since that’s Dolphin-kind in a nutshell. Making the levels in this biome went faster than any other, mainly because everything we tried here just worked. We couldn’t be more excited to playtest it this Friday.

Before I sign off, I’ve got to give a tip of the hat to Stephen. He made one of the major bosses here in a day. That’s insane. Compare to the “One Tough Puffer” boss, which I’ve sunk almost forty hours into. I can’t go into what the boss is or does, but I can begrudgingly salute Stephen for making something so fun in such a short amount of time. Bravo, sir!

Can’t wait to see what waits in the Dolphin City? Join us this Friday at 5pm, right here! Can’t make it? Feel free to comment here on our blog, or on our Facebook and Twitter.

Last week, we talked about the visual features we’re adding to the game for the high level parts of Fingeance. In order to increase the amount of levels players can go through (we can’t stress enough how much players have been asking for this!), we’ve been working hard to bring high level content to the game. We’ve been doing more than just adding backgrounds though: we’ve also been creating new parts for players to upgrade.

Level Up Your Parts

High level parts have been a bit tricky to develop. They need to feel more powerful than the early game parts, but still need the distinct weaknesses and strengths defined by their predecessors. If you’ve played our recent Alpha Demo, you may have seen some of these upgrades already. Upgraded versions of starting cannons (like the Adept Cannon to Finn’s Starter Cannon) were designed to increase the potential of that part without just adding more numbers to it. In many cases, the high level parts have increased reward on their ideal use patterns.

Showstopper doesn't heal, but still deals a lot of damage at close range.

For example, Bubbles’s Showstopper can deal about twice as much damage as other starting parts, but it’s hampered by its low range. Bubbles wants to get up close to enemies to hit enemies with all five bullets to maximize her damage output. The Heartstopper, Showstopper’s Tier 3 upgrade, ups the reward upon hitting all 5 shots: Heartstopper heals the user by a percentage of his or her missing health. Players can use that additional healing to build a berserker styled ship. It’s also nice to be able to top off your health when playing a more evasive ship.

The high level part Heartstopper heals each time the player connects all 5 shots.

The high level part Heartstopper heals each time the player connects all 5 shots. It also deals more damage, of course.

Gadgets work the same way: high level gadgets gain increased utility and better reward on their advantages. Last week we showed you the Phantom Gear as one example. That particular part increases the utility of the Ghost Gear by adding utility (in this case damage) while active. This gives the upgrade more uses than just the defensive cases players would use it for in the past.

High Level Enemies

Parts aren’t the only things being upgraded for high level areas: we’ve also been working on more difficult enemies. These enemies don’t just have more health and damage either. High level enemies will have new attack patterns for players to have to play around with. This includes bosses! We’ll have more to show here in the coming weeks.

Excited for these new changes? We’d love to see your feedback. You can comment here on our blog (we update weekly!), as well as our Facebook and Twitter.