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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

N

Transcendence

The Basics
2D side-on non-scrolling platformer in which you control a tiny black ninja. Unlike regular ninjas, this one is not all about flipping out and cutting people’s heads off – instead, he his about avoiding stuff, collecting gold (to extend his lifespan) and getting to the door to the next room so he can play air guitar, dance, punch the sky, run on the spot or simply collapse and raise one victorious arm. In his way are an array of instakill obstacles: mines, drones, seeker-drones, sniper turrets, laser turrets, machinegun drones. These things have proper in-game names, and I know them because I am cool, but these are more descriptive.

Typical

The Appeal
Moving is fun in N. It’s physics-driven, so factors like momentum and friction affect your trajectory. Picking up speed, bouncing off walls, hitting jump pads and surviving huge falls is just pure joy. You can feel the weight of the ninja, thrill at his velocity and scream as you feel the inevitability of his demise, then sob as his limp ragdoll corpse is tossed cruelly around by the objects you so carefully avoided – with one important exception – in life.

The fact that the game gets extraordinarily hard before its five hundred levels are up means that you’ll get stuck and have to redo some levels many, many times. For reasons I’ve only just recently come to understand, it doesn’t get boring. Part of it is that moving is, as I say, fun, and successfully avoiding things even more so. But what counter-acts the repetition is that you keep getting better at these early obstacles.

It’s not like normal platformers where you just jump at the right time, wall-run for the right bit, spring off and you’re done, 10/10. In N every move you make affects the angle and speed of your next, and your weak air-control means even simple jumps are organic, fluid things in which where you want to land is constantly changing in reaction to the circling drones, the focusing cross-hair of a sniper turret, the pursuing rocket. The defense systems you’re dodging are all automated, but their reactions are never the same because your actions are never quite the same. Even if you were trying to exactly replicate your previous performance, it’s not humanly possible.

And you’re not, of course. You’re instinctively trying to do it faster and more stylishly – if you pay attention you’ll actually feel yourself getting cockier. Deservedly so – you rock. Your route through these obstacles is not merely reliable, but also embued with flair, arrogance and hurtling, blinding speed. You’ll dance effortlessly through these nerve-wrackingly hazardous spaces you know like the back of your hand, carressing walls as you fly up them, stroking the tops of deadly drones as they zoom angrily past, hugging laserbeams and bullets like old friends. Nothing can touch you and nothing can stop you, except the obstacle you’re currently working on. Which will electrocute, crush, shoot, burn and explode you again and again.

Pit Of Despair

The Essential Experience
Hitting a jump-pad and, on your way up, brushing the side of a bounceblock with a gentle touch – you don’t wall-hug long enough to lose your velocity, but you do jump from it, which gives you an extra boost on your already extraordinary ascent. In N, being a fatal distance from the ground is a universe of possibilities rather than certain doom. Gaining height is both scary and exciting.