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TOM FRANCIS
REGRETS THIS ALREADY

Hello! I'm Tom. I'm a game designer, writer, and programmer on Gunpoint, Heat Signature, and Tactical Breach Wizards. Here's some more info on all the games I've worked on, here are the videos I make on YouTube, and here are two short stories I wrote for the Machine of Death collections.

Theme

By me. Uses Adaptive Images by Matt Wilcox.

Tom’s Timer 5

The Bone Queen And The Frost Bishop: Playtesting Scavenger Chess In Plasticine

Gridcannon: A Single Player Game With Regular Playing Cards

Dad And The Egg Controller

A Leftfield Solution To An XCOM Disaster

Rewarding Creative Play Styles In Hitman

Postcards From Far Cry Primal

Solving XCOM’s Snowball Problem

Kill Zone And Bladestorm

An Idea For More Flexible Indie Game Awards

What Works And Why: Multiple Routes In Deus Ex

Naming Drugs Honestly In Big Pharma

Writing vs Programming

Let Me Show You How To Make A Game

What Works And Why: Nonlinear Storytelling In Her Story

What Works And Why: Invisible Inc

Our Super Game Jam Episode Is Out

What Works And Why: Sauron’s Army

Showing Heat Signature At Fantastic Arcade And EGX

What I’m Working On And What I’ve Done

The Formula For An Episode Of Murder, She Wrote

Improving Heat Signature’s Randomly Generated Ships, Inside And Out

Raising An Army Of Flying Dogs In The Magic Circle

Floating Point Is Out! And Free! On Steam! Watch A Trailer!

Drawing With Gravity In Floating Point

What’s Your Fault?

The Randomised Tactical Elegance Of Hoplite

Here I Am Being Interviewed By Steve Gaynor For Tone Control

A Story Of Heroism In Alien Swarm

One Desperate Battle In FTL

To Hell And Back In Spelunky

Gunpoint Development Breakdown

My Short Story For The Second Machine Of Death Collection

Not Being An Asshole In An Argument

Playing Skyrim With Nothing But Illusion

How Mainstream Games Butchered Themselves, And Why It’s My Fault

A Short Script For An Animated 60s Heist Movie

Arguing On The Internet

Shopstorm, A Spelunky Story

Why Are Stealth Games Cool?

The Suspicious Developments manifesto

GDC Talk: How To Explain Your Game To An Asshole

Listening To Your Sound Effects For Gunpoint

Understanding Your Brain

What Makes Games Good

A Story Of Plane Seats And Class

Deckard: Blade Runner, Moron

Avoiding Suspicion At The US Embassy

An Idea For A Better Open World Game

A Different Way To Level Up

A Different Idea For Ending BioShock

My Script For A Team Fortress 2 Short About The Spy

Team Fortress 2 Unlockable Weapon Ideas

Don’t Make Me Play Football Manager

EVE’s Assassins And The Kill That Shocked A Galaxy

My Galactic Civilizations 2 War Diary

I Played Through Episode Two Holding A Goddamn Gnome

My Short Story For The Machine Of Death Collection

Blood Money And Sex

A Woman’s Life In Search Queries

First Night, Second Life

SWAT 4: The Movie Script

Spelunky Tips

Spelunky is now out on console box, and is awesome and everyone loves it. I’ve played both versions a ridiculous amount, and brother do I got some tips.

Doubt Yourself

Lots of Spelunky’s mechanics are simple in principle but really, really, really hard to reliably master. When figuring out what route is worth taking, factor in the risk you might screw up and get hit by something.

Sometimes it’s worth a bomb to avoid that risk. Sometimes it’s worth leaving treasure behind. The option that gets you to the exit with the least chance of harm is usually the one that ultimately leads to the most money, bombs, and kissing. The option that involves these things can go to hell:

Basic Tactics

Spiders: sprint under them, turn around, and whip them when they land – they always fall directly down initially, and pause on the ground.
Bats: whip then jump. Lets you intercept them higher, getting a more horizontal angle at them, and ensures you’re already whipping when they reach you.
If you screw up: ropes are a good last resort way to hit something directly above you.
Big spiders: hold up and throw a bomb into the web below them.
Dart traps: if you’re short of something to drop, tiny critters like rats work. Failing that, dropping a rope down works. Failing that, whip just before you fall into its line of fire, and you’ll bat the arrow out of the air.

Crates: Worth It

If it’s gonna cost you a rope or bomb to get to a crate, do it. I do it even if it’s going to cost me two, because 80% of the time it’s three bombs or three ropes. The rest of the time, it’s either something amazing (Cape!) or something fun to play with (Freeze Ray).

Kissing: Worth It

I have basically the same policy for ladies, men and pugs. The better you get at avoiding ultra-fatal stuff like spikes, the more useful an extra heart is, and the more likely you are to be able to save someone without losing a health point doing it. I just lost SEVEN hearts in a catastrophic chain reaction set off by an unexpected skeleton in the ice caverns, and went on to reach the final boss (7 levels later). Who squished me.

Buying kisses is also totally ethical and totally worth it early on. The price increases as the game goes on, but not nearly as harshly as it used to in the PC version – retail smooching is certainly still worth it in the jungle.

Idols: Not Worth It

Unless you know for sure there’s no shop or kissing parlour lower than the idol plinth. If there is, the boulder will hit it, you’ll get the blame and shopkeepers will hound you forever.

In the jungle, gold idols are worth it, bone idols are worth it if they’re near the exit. In the ice caverns, idols are worth it if you have a clear escape route. In Egypt, get the girl to safety first.

The Gold Explosion

The gold key and chest in the mines get you an artifact that lets you see gems and stuff embedded in the rock. Most gem types are worth more than a bomb (definitely rubies and sapphires), so once you have this, you can start bomb-mining. If you last more than a few levels, you’re liable to encounter a shop selling bombs to turn your earnings back into a way to make more money. It’s super efficient!

Doing this, I generally end up with 25-45 bombs by the time I reach the last set of levels. This is very handy in the last set of levels. It’s also very handy if you ever find the city of gold. And it’s very handy for the final boss.

Stuff To Buy

I reckon it goes Jetpack > Shotgun > Cape > Springy Boots > Pickaxe > Bombs > Boomerang > Spike Shoes > Compass > Ropes. Mystery gifts are worth it if you can afford it after everything else. Anything else I don’t buy. In general, stuff you have to hold in your hands isn’t super valuable because it makes rescuing people incredibly awkward and time consuming.

Play Co-Op

It’s hilarious, tense, maddening and ridiculous on a whole new level – everything matters more when someone else is kinda depending on you. It is really hard to avoid friendly fire, so I reckon two careful spelunkers is the optimal number for fun. Unfortunately you can’t play online.

Always Open Coffins

In co-op, those coffins contain friends who died on previous levels. In single player, they contain interesting people! They’ll help you out for one level, then you can play as them in future. I just got a guy with a lime green sombrero, and he is bringing me great fortune.

PS. I wrote this big feature about why Spelunky is awesome, and talked to Derek about the future of randomised games, in the past:

spelunky feature thumbnail

The text of it is now online, and the future happened.

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