Author Interview: Eloy Lasanta, "Heroes of Tomorrow: Hidden Potential"

Originally published at: Author Interview: Eloy Lasanta, “Heroes of Tomorrow: Hidden Potential” - Choice of Games LLC

At our superhero academy, you’ll lead a team of teen heroes to battle supervillains! Will you fulfill your heroic legacy or forge your own path? Heroes of Tomorrow: Hidden Potential is a 600,000-word interactive superpower novel by Eloy Lasanta. I sat down with Eloy to talk about his experiences with games and interactive fiction. Heroes of Tomorrow: Hidden Potential releases on Thursday, February 19th. You can wishlist it on Steam today!

This is, I think, your first time writing a ChoiceScript game, but obviously not your first rodeo. Tell our readers a little about your background.

It’s my first time indeed, but Choice of Games fans might have seen my name on a few other projects. I’ve been designing games professionally since 2008 through my company, Third Eye Games, and have been nominated for and won a few design awards, most notably for Part-Time Gods, The Ninja Crusade, the Pip System (created for young players and new GMs), and Sins of the Father. I’ve also worked on several video games, board games, and card games, which eventually led me to teach game design for a few years at Central Michigan University.

Game design is my life. I wake up and want to design. I go to sleep with dreams of design. And I’ve had the honor of being able to make it my full-time job for over a decade, creating new worlds, designing intricate mechanics, and helping others bring their ideas to life.

It’s literally the dream.

What drew you to writing our particular, text-based interactive fiction flavor of RPG?

I’ve been a fan of interactive experiences since the introduction of the original Choose Your Own Adventure books. They were the catalyst for me to get into roleplaying games, play and run more games than I can count, and eventually publish my own. So, while I’m new to Choice of Games, I'm definitely not new to this genre.

In addition, I view my career in game design as a way to challenge myself creatively. Different types of dice (or even diceless games), taking on narrative design, and priding myself on being able to write almost anything. So, what could be a better challenge than designing a minimalist interactive game/novel using ChoiceScript (which meant learning some simple coding) and telling an amazing story in a way that doesn't necessarily come naturally? I’m used to dice and character sheets, but bringing a Choice of Games title to life mixes all the best parts of designing TTRPGs and writing a novel. I was excited that many of my existing talents carried over, at least.

What were some of the challenges you encountered with the design or writing?

The biggest challenges were those I created for myself. I set out to build Heroes of Tomorrow as a brand-new world, with enough new lore, intrigue, and adventure to make readers take note. Sure, it’s reminiscent of other super-powered worlds, from The Boys to Invincible or the X-Men, but hard work and a patient editor allowed Heroes of Tomorrow to become its own thing.

I wanted to write a book that the reader couldn't put down and to deliver an experience you couldn't get anywhere else. Each RO is unique in nearly every interaction, and they all approach love differently. The story's mystery is revealed through unreliable narrators. The choices you make and the characters you befriend will have a huge bearing on the story you experience. And the action starts in scene one and never lets up for one of the most exciting and thrilling games out there (of course, I'm biased).

Lastly, I had a major goal: to make a failed test just as interesting as a successful one. My decision to incorporate all those elements is what led to several unique endings to the story, where you might end up a hero, a villain, or back to being a regular person again. Not to mention that nearly every character you meet has the chance to die along the way. It was a lot to manage in the coding, and ensuring no threads were left loose took extra effort, but I’m so proud of what Heroes of Tomorrow: Hidden Potential became in the end.

What surprised you most about working on this game?

A few major things stick out.

One is the robustness of ChoiceScript. It seemed daunting at first, but once I was a few chapters in, it became second nature to craft plots and scenes using coding and varying outcomes. I found it to be a powerful engine that allows authors to craft exactly the narrative they have in their head.

The second surprise was how much I fell in love with the characters, including side characters like Stench and Rainbow. The speedster Z and his tale of revenge. Paragon and their love/hate relationship with fame. The sweet stoicism of Conjurer and the mysteries behind the smile. Red Claw and Germ’s unbreakable friendship, and how much fun it was to make them play off each other. Weaving Chameleon’s playful nature and tragic past made them a dream to write, as well. Lastly, I seriously underestimated how many words I’d be writing for this project. I wanted to go all out, but there’s a reason it took a year to finish this book. 600,000 words is no joke! Hahahah!

What other recent work do you want our readers to know about?

I've already been working on another ChoiceScript book, a dark fantasy romance, as well as pitches to expand the Heroes of Tomorrow world even further. There are so many more stories to be told in Evos Academy, Morgana City, or one of the dozens of other ideas I have.

In other news, new books for several of Third Eye Games' most popular game lines are currently in the works. I've been developing a new TTRPG system with Renegade Studios for an upcoming game that I can't talk about yet. And keep an eye out for a wonderful, culturally-relevant, and educational card game I co-designed for CMU Press later this year.

Honestly, this is going to be a great year for anyone who enjoys my games and designs. Thank you to Choice of Games for starting 2026 off right!

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X-Men mentioned. Gonna have to check this out.

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This sounds like it’s going to be really fun!

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Thank you! Your work was a big inspiration for the scale I wanted to hit.

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Aw thank you so much, that’s really lovely!

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This was an especially fun game to test. Like the author, I was surprised how much I ended up loving all these characters. Some of the PC’s classmates have extremely unconventional power sets, which is always fun. And you get to choose your character’s powers and it really feels relevant to the story. I’m excited to see what everyone thinks.

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Thank you, Alethia! Your feedback during the beta was super helpful! So glad to hear you enjoyed reading it as much as I enjoyed writing it. :purple_heart:

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I’m always glad to help! I might have mentioned in my beta reports that I have a special love for school stories, so this was one of my favorite betas from the past few months. I was thrilled to read in the interview that you might be telling more stories in the same world - I’d love to return, especially if some of the same characters make an appearance.

I’m also intrigued to hear you have a dark fantasy romance in the works - that also happens to be right up my alley! Basically, I hope you keep writing in ChoiceScript for many years to come, because you’re good at this. :slight_smile:

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Thank you so much. I am truly humbled by your words. :purple_heart:

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I haven’t heard of another superhero and villain game where we can choose our power type since those two games by Hosted Games: Hero or Villain Saga, and Balance of Superpower. I’ll be interested in playing this same story when it comes out.

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What about Unsupervised?

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Unsupervised was great. It had really granular powersets. Much different from how I approached it in Heroes of Tomorrow: Hidden Potential. Both work, though.

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Was there any particular reason for the super-powered genre? even amongst cog/hg their are only a handful of games in said genre.

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Heroes of Tomorrow was one of four ideas I had during the pitching process. It was the one I hoped Choice of Games would accept the most, though, because I LOVE super-settings. I’ve worked on them before in my own publishing, and there’s limitless possibility with what you can do in them because the reader’s suspension of disbelief is already high when you’re talking superheroes. It was a ball exploring life in a super school, and I’m honored to be among the few in the genre.

Am I the thumb or the pinky in this handful, I wonder? At 600,000 words, I feel like I’m a sixth finger. :winking_face_with_tongue:

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I was a little surprised to see someone say that there are only a handful of superhero games in ChoiceScript, because it’s one of the most popular genres - more than three dozen games total between CoG and HG, which is quite a lot for a particular subgenre. CoG has more than HG, which did surprise me - in fact, about 15% of CoG titles have to do with superpowers. There are also a lot of really good games in the bunch: Heroes Rise and spinoffs, Psy High, The Superlatives, and Fallen Hero are all highly rated, and Fallen Hero and Heroes Rise are among the top sellers of all time.

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As I read this I’ve realised I need to go to sleep lol, I completely forgot about Heroes Rise and Fallen Hero. The Superlatives is one I haven’t heard of so I’ll look into it tomorrow and for Psy High in particular I didn’t really enjoy the demo, not that their is anything wrong with it I just tend to prefer something a little more mature? I guess idk.

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If you don’t mind me asking, how exactly is the power system different than unsupervised?

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Thanks for the question! The game is coming out Thursday, eek!

The powers in HoT:HP are woven into the story. So, instead of having levels for your abilities, your choice in power set gives the player new pathways to handle situations, changes the difficulties for power-relevant tests, and even unlocks Auto-Success situations, since there are some challenges that are nothing to you if you have the right powers.

I went this route to crank replayability to the max. The game goes down really differently based on your character’s powers, relationships, and choices.

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I like the sound of that. I think it’ll be the second Choice Of Games superhero story that I’ll remember and want to play again.

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You wrote 600,000 words in a year?!?!? Is that your super power?! Holy hell!

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