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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

The Randomised Tactical Elegance Of Hoplite

I’ve been obsessed with iOS/Android randomised tactical combat game Hoplite ever since Zack Johnson told me about it at IndieCade last month. You’re a Greek spearman descending the randomly generated levels of the underworld, and you have to deal with the steadily increasing demonic population you find there by moving carefully across a hex grid turn by turn, calculating each move to slash, stab or stomp them without letting them get a hit in.

Each level has a shrine that grants a choice of upgrades, letting you incrementally design a perfect build of complimentary abilities until depth 16, at which point they run out completely and you just see how far you can get with what you’ve built.

As the difficulty ramps up from there, the way your chosen abilities play off each other to let you overcome the endlessly increasing challenge becomes elegant, then balletic, then sublime. These calculated chains of sweeps, leaps and thrusts let you dance through a minefield with precision and grace, felling everything around you. It’s hard to fully explain how neat, clever and satisfying it feels – so I made a GIF.

Hoplite Explained

If you’re interested in what’s actually going on here, I’ll go through it frame by frame.

2014-03-29 10.50.37a

First move. The purple wizards and green archers can shoot along any straight row of hexes (six directions), so I can’t go up (wizard on the right) or down (archer on the left). I head up-right, to get as close as I can without taking damage.

2014-03-29 10.50.52

JC, a bomb! The red guys throw these, and they blow up next turn, hitting everything adjacent. This could be a tough spot: every adjacent square gets me hit by something next turn, and I certainly can’t stay where I am. But that’s what your upgrades are for – in this case, Shielding Bash.

2014-03-29 10.50.52a

Bash lets you knock anything away from you, including bombs, and in this case that lets me neatly blow up these two footmen. But it’s the Shielding Bash upgrade that really saves me here: every time I Bash, I’m invulnerable until my next turn. That protects me from the wizard above.

2014-03-29 10.50.56

I’m missing a screenshot after this (I fudged it a bit in the GIF) but I manage to kill the closest wizard without taking damage, leading to this:

2014-03-29 10.51.05

JC, a bomb! My shield bash is still on cooldown so I can’t bat it back at the red guys, but they’re low priority anyway – often they actually help. I’m much more interested in getting rid of these wizards.

2014-03-29 10.51.35a

I can’t Lunge at them directly, because the archer on the left would shoot me in the back, so I Leap right next to them. Leap costs a chunk of your slow-recharging energy, but I’ve also upgraded it to stun everyone near where I land, so it’s worth it to get close and stun the closest wizard.

2014-03-29 10.51.37

The wizard I didn’t stun moved down, and another bomb rolls in. If I stay where I am, I’ll get hit by a wizard, an archer and a bomb – crazy damage. But I’m here to kill these wizards, and I can do it rather neatly.

2014-03-29 10.51.48a

As you move from one tile to another, you Slash any enemy who’s adjacent to both. In this case I Leap over their heads, letting me kill them both in one move, and stunning the red guy nearby.

2014-03-29 10.52.13

Moving upward here would Slash the red guy and Lunge the archer, but I notice the archer in the middle would hit me. I don’t, however, notice the archer in the upper left.

2014-03-29 10.52.13b

Stupid mistake. I kill the red guy and stun the closest archer, but get hit by the one I forgot about across the river. Past level 16, though, it’s OK to take 1 point of damage on a level: the golden fleece you find there heals you by that much each time you descend.

2014-03-29 10.55.05

JC, a bomb! Not hard to decide what to do here.

2014-03-29 10.55.05a

I Bash the bomb at the archer and two red guys, killing all three and protecting me from the top archer because of that shielding perk.

2014-03-29 10.55.26

This is not as easy as it looks: you can’t attack an adjacent enemy by moving directly into their square, so no conventional moves are safe here. But as it happens, that last bomb bash was my third killing move in a row, and I have a killstreak perk. There are several to choose from, and I’ve picked the one that recharges your energy, returns your spear, and resets your cooldowns. That means Shielding Bash is ready to go, even though I only just used it.

2014-03-29 10.55.26a

The blackness is basically a wall, so Bashing someone into it crushes them instantly. It also shields me of course, so the archer across the river can’t hurt me again.

2014-03-29 10.55.37a

Easy move – leaping towards the archer lets me land into a Lunge, killing him with my spear.

2014-03-29 10.55.52

This one’s trickier: if I Slash this guy by going up, the soldier on the right can stab me. If I Slash him by going down-left, killing him exposes me to the archer. I kind of want to kill him but stay where I am.

I guess I could throw my spear? It’s counter-intuitive at close range, and it’ll leave my spear in the archer’s line of fire, but! I’ve just done two consecutive killing moves, so as long as I kill something this’ll be my third, and my cooldowns, energy and spear will be returned.

2014-03-29 10.55.52a

I throw my spear into his face at point blank range, and it teleports right back into my hand. I love this game.

2014-03-29 10.55.57a

From here, it’s easy: Slash up…

2014-03-29 10.56.03a

Slash down…

2014-03-29 10.56.16a

Leap to chase the archer…

2014-03-29 10.56.20a

And throw my spear across the river.

It’s a risky move in combat, because without your spear you can’t do the super useful Lunge attack, and it’s awkward to get it back. But for the final enemy on a level, it feels like such a cool finish. Despite being turn-based and cutesy, what’s happening Hoplite’s fights has a spectacular and relentless brutality to it.

Once more from the top:

Hoplite Explained

Hoplite is $2 on iOS and Android (free to try).

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