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.
I was about to send an e-mail to Graham, Rich and Jaz explaining why they should get Supreme Commander: Forged Alliance and play against the AI with me sometime, then I started digging out screenshots for supporting evidence, then I realised I’d put way too much effort into this and that the shots were kinda cool.
SupCom 2 is now truly brilliant, but it’s still a different game. Here’s what’s still cool about the last one.
This is what it looks like when you launch fighter/bombers from an aircraft carrier.
This is what it looks like when you launch torpedo bombers from an aircraft-carrying flying saucer.
This is what a lot of Monkeylords look like.
In SupCom 1, heavy shit just walks on the sea bed.
And Monkeylords don’t really care about transport fire.
Face lasers were longer range.
You sure could set a lot of shit to assist a thing.
The fourth race has a bomber the size of a stadium. Those explosions? Those were battleships. That was one bomb.
The fourth race has kind of awesome cities.
Tech 3 units are utterly badass. Here’s me discovering that Tech 3 Cybran assault bots can turn tactical missiles around mid-air.
You can play on custom maps, such as the fucking moon.
And Seton’s Clutch was actually big.
It’s £10 on Impulse.
More Supreme Commander