Eld the Anti-fascist Malewife's Avatar

Eld the Anti-fascist Malewife

@eldjester

Antifa malewife jester TTRPG Module consultant Actual Game Designer Wanna contact me? Send me a DM here or an email at eldjesterworks@gmail.com You may know me from: A Few Lancer Modules My own game, Shirtless On A Rooftop He/him

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Latest posts by Eld the Anti-fascist Malewife @eldjester

George has a thought bubble coming from his head that reads, "Hey Stuart, the toaster might give you some "leverage" in getting to the next step." Stuart is below, also with a thought bubble, responding, "Thanks for the tip, George!" The use of thought bubbles implies George and Stuart and communicating telepathically.

George has a thought bubble coming from his head that reads, "Hey Stuart, the toaster might give you some "leverage" in getting to the next step." Stuart is below, also with a thought bubble, responding, "Thanks for the tip, George!" The use of thought bubbles implies George and Stuart and communicating telepathically.

Stuart Little: The Journey Home (GBC, 2001)

01.03.2026 19:14 ๐Ÿ‘ 222 ๐Ÿ” 78 ๐Ÿ’ฌ 4 ๐Ÿ“Œ 6

Thank you for making the men breasts bigger for this one, glad to see my serious feedback from episode 1 was taken seriously

06.03.2026 03:39 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

This game is full of hot people, good writing and fun mysteries.

It gets my bi ace attorney/danganronpa ass' seal of approval, continue playing it NOW

06.03.2026 00:37 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Also that intro is going to live rent free in my head for a while, what a good game man

06.03.2026 00:31 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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I finished of the Devil's second episode earlier this week, once again cannot overstate how much @nthcircle.bsky.social understands exactly what makes mystery novels pop, between the excellent writing and incredible art from @evillittlebug.bsky.social, the game is amazing

06.03.2026 00:30 ๐Ÿ‘ 16 ๐Ÿ” 4 ๐Ÿ’ฌ 3 ๐Ÿ“Œ 0

It actually kicks ass how much the people who run this site hate the people who use it. Just constant seething meltdowns over having to put up with a bunch of artists, furries, and trans people instead of crypto-hustlers and AI guys making Linkedin-tier posts. I'm glad they're miserable, frankly

05.03.2026 17:28 ๐Ÿ‘ 5280 ๐Ÿ” 1663 ๐Ÿ’ฌ 39 ๐Ÿ“Œ 25
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01.03.2026 11:45 ๐Ÿ‘ 2201 ๐Ÿ” 501 ๐Ÿ’ฌ 3 ๐Ÿ“Œ 4
Steamy Demos Feb '26: 8 Cool Demos to Try
Steamy Demos Feb '26: 8 Cool Demos to Try YouTube video by Power Pak

NEW VIDEO

Steam Next Fest has brought in another boatload of demos, and here are the highlights I saw! Crab fishing! Snowy tanks! Platforming beans! Canada! Check it out!

www.youtube.com/watch?v=aglq...

27.02.2026 12:22 ๐Ÿ‘ 39 ๐Ÿ” 12 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 1

Thank you!

And yeah this game is a result of me having game design opinions on a few things that I really wanted to do right, glad its shining through!

01.03.2026 17:32 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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SHIRTLESS ON A ROOFTOP V0.9.5 is now OUT!
Now with BETTER Layout!
Uppercut someone into a window, do a chainsaw grind on a wall, kick someone through a train car, you can do all of that when you're not busy solving a case or simply eating delicious food.
Check it!
eldjester.itch.io/soar-shirtle...

16.02.2026 16:50 ๐Ÿ‘ 52 ๐Ÿ” 31 ๐Ÿ’ฌ 3 ๐Ÿ“Œ 0

We have scarlet witch at home!

The scarlet witch at home:

28.02.2026 17:49 ๐Ÿ‘ 3 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Something I've been thinking a lot about in TTRPG design and theory lately is what I'll call "New Hammer Syndrome". A system becomes popular, and an under-pinning concept becomes the new "hammer" that turns all of TTRPGs into a certain kind of nail.

27.02.2026 13:45 ๐Ÿ‘ 154 ๐Ÿ” 28 ๐Ÿ’ฌ 6 ๐Ÿ“Œ 9
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27.02.2026 14:56 ๐Ÿ‘ 1306 ๐Ÿ” 439 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 6
Preview
a close up of a person holding a metal object in their hand ALT: a close up of a person holding a metal object in their hand

Visual novel devs, taking notes on art, animation and cinematography after playing Paranormasight:

25.02.2026 11:58 ๐Ÿ‘ 33 ๐Ÿ” 3 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0

I've had a really tough couple of months and this morning I was truly dreading sitting down and putting fingers to keyboard.

Then I saw a bunch of folks enjoying and engaging with my work in different ways, including the most wonderful piece of fanfic for Far Field.

I needed this today. Thank you.

25.02.2026 11:43 ๐Ÿ‘ 62 ๐Ÿ” 6 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0

was legit gonna respond with just that yeah, he's boring as hell but Tama is just ๐Ÿ‘จโ€๐Ÿณ

24.02.2026 17:55 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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Take the Stone Style attack, for example, which very much punches above its weight because it double dips damage on its target compared to the one I shared earlier, which is designed to put people into threshold of defeat around it more easily, do that and 2 more damage and its like a strong hit!

24.02.2026 17:52 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

The kicker is this has been both easy and hard to design for, its easy because I can always fall back on specific damage values, its boring because essentially most things have to put in overtime to differentiate attacks from one another, which I think isn't the best imo.

24.02.2026 17:46 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

You can take out someone in a single hit, if you have +1 damage and roll a regular hit, that makes up for not rolling a strong hit, and so on and so forth.
Because of this, you'll have people able to generally defeat a foe almost to the specific Harm value, when it works that is.

24.02.2026 17:44 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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Most strong hits deal 4 damage, a fair few npcs have 8 Harm, meaning these are two strong hits away from defeat.
Additional damage comes in two forms: either 1 or 2 added damage, or 3 if its hard to reuse (like breaking a window) meaning that if you do a strong hit, through a window, with +1 damage

24.02.2026 17:40 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

You might be familiar with this same concept from Draw Steel, that's convergent evolution for you.

What this allows is to keep randomness as part of the damage equation, but I can design breakpoints better: the health of enemies you can divide by two 90% of the time, you can see where this is going

24.02.2026 17:37 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0

And now that this has sat for a day or so, let's talk about what i've done about this in my game i'm making.
First of all, we don't have rolled damage, we have damage profiles, as in, you roll a bunch of d6 and it tells you what damage you'll do depending on their result, here's an example.

24.02.2026 17:33 ๐Ÿ‘ 17 ๐Ÿ” 5 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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17.11.2025 09:07 ๐Ÿ‘ 2885 ๐Ÿ” 730 ๐Ÿ’ฌ 5 ๐Ÿ“Œ 27

Which I think also still works for my point because I think you're worse of stacking like 4d6 of damage on an assault compared to 2d6+2d6 with like, a barrage for example, including resistances in core book lancer I would say you're better off diversifying on mounts with more damage than stacking it

23.02.2026 20:08 ๐Ÿ‘ 5 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

People love additional damage, and they love stacking the same benefit, but left uncheck this can lead to them accidentally specializing too much and not getting much use out of it.

Sometimes, limits are also here to protect players from unfun decisions they can willingly make.

23.02.2026 20:04 ๐Ÿ‘ 12 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Open health values, this can absolutely help when it comes to people making decisions, this is also true of most things like what you need to beat to hit a certain guy and whatnot.

I've tried my hand at designing damage with foe defeat in mind, including additional damage, and it is ROUGH

23.02.2026 20:02 ๐Ÿ‘ 10 ๐Ÿ” 0 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0

This is a good reason to limit it, not because it is too strong, not because it is game wrapping, but because it also can help protect players from over-investing in a single approach, and diversify what they get to do.
There's a different "solution" to this, or rather one that works in tandem...

23.02.2026 19:57 ๐Ÿ‘ 7 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Meaning that, while it might seem like "optimal play" to build to do one thing well, it is often possible to overspecialize in it to the point of actually having less room for other things, when less investment would have served the same.

23.02.2026 19:56 ๐Ÿ‘ 10 ๐Ÿ” 0 ๐Ÿ’ฌ 3 ๐Ÿ“Œ 0

What I mean is, for example in Lancer and Fabula, its not unusual for people to accidentally overshoot a "kill" by a fair bit, I think this can also be true of a lot of other things than damage, such as health regen (FU) and accuracy (Lancer), players love to stack stuff that works the same

23.02.2026 19:54 ๐Ÿ‘ 10 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0