Cultcow EvaXephon / Yanderedev / Alex Mahan / Alexander Stuart Mahan / cannotgoogleme - Edgy weeaboo coomer with pedo tendencies and 15+ years internet history as a lolcow, now known as a disaster developer behind eternal debug build called "Yandere Simulator", confirmed groomer and dollfucker

The end of EvaXephon?


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I don't want to imagine him as president of the US and makes all the females do creepy things. :c
Makes me wonder what he’d like to do with the men. Would he simply kill them off to remove all competition?
I'd rather live in North Korea than in a country run by Alex.
Alex’s country would really be the worst:
- None of the campaign promises are fulfilled after 84 years.
- Citizens have to donate to Patreon in addition to paying taxes.
- Watching Alex’s streams is mandatory and every day starts with a trivia test about the previous stream.
- The police are replaced with big tiddie goth girls armed with scythes.
 
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Makes me wonder what he’d like to do with the men. Would he simply kill them off to remove all competition?

Its more likely for him to kill off everyone, I mean shit, even if he was the last man of earth, I still couldn't see him getting any action, it'd be far more likely for every woman on the planet to spontaneously become a lesbian than to go for a re.tarded incel.

Alex would still end up alone and his game never finished. The likeliest of all scenarios.
 
Its more likely for him to kill off everyone, I mean shit, even if he was the last man of earth, I still couldn't see him getting any action, it'd be far more likely for every woman on the planet to spontaneously become a lesbian than to go for a re.tarded incel.

Alex would still end up alone and his game never finished. The likeliest of all scenarios.

He'd kidnap Mike Z and force him to make the game. Maybe a few other devs too.

Oh, and he'd kill all "ugly" men so that the men left alive can be used as sperm doners so that the children born would be in Alex's perfect image. The women would all be starved of sexual intercourse and any woman caught masturbating would be arrested or killed, this is so that Alex can have sex with women who are desperate; although he'd still rape the sane ones.
The lesbians and bisexuals would be used to make lesbian porn, or as pets for the girls or women he favours.

Lesbians and bisexuals that aren't used by Alex will be killed.
 
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This game has already pasted the date it was supposed to be finished at and this dude is still using pre-bought unity assets. How long can someone look at this and not think "this guy has nothing." Seriously, dude has no vision for what the main point of his game is anymore. The game is win over senpai by killing your rivals. Has he even finished the core mechanic or attempted to explain and explain it? No. Just more Easter eggs and fluff.
 
- None of the campaign promises are fulfilled after 84 years.
Technically if he was president of the usa he would have to deal with re-election and he would only be able to serve 8 years by default, but I doubt people would be dumb enough to re-elect him again after the first 4.

He'd kidnap Mike Z and force him to make the game. Maybe a few other devs too.
No, he'd still be too prideful to let others touch his game. And if he ever did lead a country, he'd definitely have anyone who criticized him killed or assassinated for "treason"
 
I missed the new update, so I have some things I want to get out for the new features.
First of all, LMFAO, How can you be so lazy when trying to implement a stalking mechanic? These characters are just following you around with the most noticeable way possible. It looks beyond retarded having a blob of people behind you at all times like that. And those names :story:Truly :autism: work.

Scooby wears a collar, and Shaggy has red eyes because he's like so high dude, or something. My expectations were low, but this is truly something to behold.

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If he wanted to have only the rivals kidnapped why did he make that mindbroken slave mechanic? And why did he bother to update the animations? If you go as far as to kidnap a rival and succeed then it should be a winning condition, what else is left? Did he really go that much out of his way only in order to make those old fanfictions of his reality (IIRC he had one about the life of a slave)?
 
If he wanted to have only the rivals kidnapped why did he make that mindbroken slave mechanic? And why did he bother to update the animations? If you go as far as to kidnap a rival and succeed then it should be a winning condition, what else is left? Did he really go that much out of his way only in order to make those old fanfictions of his reality (IIRC he had one about the life of a slave)?

He doesn't think about how half-assed his eliminations are. I remembered him saying once that he wanted there to be up to 10 people be able to be kidnapped in the basement, and my first thought was "kidnap all the rivals" and/or "kidnap multiple people (maybe the rivals), save them up for Megami, and then release them all at once on either the bodyguards or Megami herself."

As I like to say often, he thinks about his world in sections rather than thinking of the world as one whole thing. Without considering the other aspects of his world, it's broken up, bugged, and nowhere near satisfactory as he wants it to be.
 
Yandere chan isn't a yandere at all
1. Yanderes aren't emotionless
2. A yandere would be the exact opposite of shy around their senpai
3. She only see's one rival but a true yandere would see nearly every girl that senpai knows as a threat
4. Why the fuck does she or anyone else even like senpai?
 
He doesn't think about how half-assed his eliminations are. I remembered him saying once that he wanted there to be up to 10 people be able to be kidnapped in the basement, and my first thought was "kidnap all the rivals" and/or "kidnap multiple people (maybe the rivals), save them up for Megami, and then release them all at once on either the bodyguards or Megami herself."

As I like to say often, he thinks about his world in sections rather than thinking of the world as one whole thing. Without considering the other aspects of his world, it's broken up, bugged, and nowhere near satisfactory as he wants it to be.

There isn't necessarily anything wrong with having your world in segments, especially in a game like this, thing is Alex has more ambition than brain cells. Mission Mode is an somewhat decent example of keeping things segmented, and I would say its way better than the way he's going about the main game, hell the game could've been finished by now if he split it up into missions.

You have a task to accomplish by the end of the day, you do it, and you feel a sense of accomplishment that in the main game you wouldn't feel until the end of the week. Its much more inline with what a game should be, but he's insistent on making it as complex as possible despite that being an undertaking someone like him could never really make a satisfying experience.
 
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This is so stupid, especially the way he wants to execute it. Calling somebody 'Sukubi Dobidu' or 'Gemu Tako' is not a nickname, it's a Goddamn full name! A nickname would be calling Kokona Haruka 'Haru' or if you really want sometging silly then 'coconut'.
And why would everybody have joke nicknames? Which one we should use? Just rename the damn characters Alex if it's bothers you.
 
Well I hope he wasn't serious because that is quite retarded and very unnecessary.

For once the characters aren't even talking with each other, there is no dialogue, so you wouldn't even get to hear anyone use any nicknames.

Second thing, does he really think that dropping entire wikia article in character profile in-game would help anyone? This is going to be a hell lot of confusing for new players, to see all this stuff and to not know how this could be useful or anything. No one will really care about these nicknames. And if people care about a character that much they could get this info about a character from the internet. Games are supposed to be intuitive, there is no need adding things that are this unnecessary.

Also I think by nicknames he meant things like calling someone short "Shorty" or shit like that, but still... Why put this stuff in game if it isn't going to be useful. Also, all characters are slightly altered female or male base model. It's not like any of them have any personality in game so how are you gonna give them nicknames when they are basically the same person?

He should concentrate on bringing these characters alive and not thinking about cute nicknames for every single student in school ffs.
 
Just rename the damn characters Alex if it's bothers you.
That would involve removing old names. And if there's one thing Alex hates, it's removing things from his "masterpiece". (At best, he'll move those things up in the sky.)

And to change the topic: has anyone in this thread played games in a similar genre and has an idea how he would actually design Osana's week to be playable? (I haven't, so I'm asking)
Looks for me that Alex is just throwing random systems into the game and hopes something fun emerges automatically from that, but I don't think it's a good approach for a stealth/action game like YS:
The level layout is too simple, there are no places for Ayano to hide.
Almost every NPC is walking game-over, some are instant, some are delayed.
When chasing Ayano, they always know where she is, which combined with the lack of ranged weapons means running away is futile.
The NPCs don't do anything interesting, they just sit in one place for a period of time and then go sitting in another place for another period of time (maybe the new ones do something more, I haven't checked).
The game gives you five whole days to do your job, which means 1) that the player won't have anything interesting to do for most of the time 2) Alex will probably have to handcraft student schedules for every period in every day, because if he leaves it to his "AI", the whole game will turn into a mess.
Any killing method that is not just stabbing people is pre-scripted for a single opportunity and finding it involves following your target endlessly, or restarting the game.

I just don't see any fun game emerging from this mess, even if Alex magically learned how to program and stopped being lazy. YS needs some radical overhaul by someone who can actually design stealth games.
 
One thing that I'm concerned about is - How are new players supposed to find out how to sabotage some of Osana's interactions with Senpai? Like, for example, let's take the interaction where Osana wants to show Senpai some music that she believes he will like.

Now, without watching a walkthrough, how are you supposed to just know that you need to buy a voice recorder, know that Osana will have a conversation with Musume at a specific time, that you have to record that conversation and then know that you have to go to a computer to edit the audio to make it sound like Osana is trashtalking Senpai, so that when she plays the 'music' to him, he hears Osana badmouthing him.

The only way to know is to play the week over and over again until you learn Osana's schedule and trying out random things just to see if they work. ''Organic game design'' my ass.
 
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That would involve removing old names. And if there's one thing Alex hates, it's removing things from his "masterpiece". (At best, he'll move those things up in the sky.)

And to change the topic: has anyone in this thread played games in a similar genre and has an idea how he would actually design Osana's week to be playable? (I haven't, so I'm asking)
Looks for me that Alex is just throwing random systems into the game and hopes something fun emerges automatically from that, but I don't think it's a good approach for a stealth/action game like YS:
The level layout is too simple, there are no places for Ayano to hide.
Almost every NPC is walking game-over, some are instant, some are delayed.
When chasing Ayano, they always know where she is, which combined with the lack of ranged weapons means running away is futile.
The NPCs don't do anything interesting, they just sit in one place for a period of time and then go sitting in another place for another period of time (maybe the new ones do something more, I haven't checked).
The game gives you five whole days to do your job, which means 1) that the player won't have anything interesting to do for most of the time 2) Alex will probably have to handcraft student schedules for every period in every day, because if he leaves it to his "AI", the whole game will turn into a mess.
Any killing method that is not just stabbing people is pre-scripted for a single opportunity and finding it involves following your target endlessly, or restarting the game.

I just don't see any fun game emerging from this mess, even if Alex magically learned how to program and stopped being lazy. YS needs some radical overhaul by someone who can actually design stealth games.

As a semi decent game-designer (nothing too fancy, I never worked on a big game so I've next to no experience... but a bit more than Alex if it is any consolation) I can safely answer you question :"how he would actually design Osana's week to be playable?"

The answer is very simple : to be playable he just need to put Osana in the game and allow the player to kill her with a knife.
But the real question is : how can he design Osana's week to be enjoyable... and to this question the answer is even more easy : he can't. Right now he can't it's impossible because all of the design of Yandere Simulator to this point is a stiff mess.

As much as Alex likes to say he aims for an organic design... well it's not true.
His game isn't organic in the slightest. It's stiff. It's heavely scripted... It baffles me to no end how Alex can seriously say that his game has an organic design when at the same time he is all about : "each rivals will have 5 eliminations method".
Does it not see the problem with that sentence ? He's not making an organic game, he's basically making a point & click in 3D. There is five answers to the problem, and you need to stick to it. There is no deviating for the pace he set. And so his game he's destined to be not that fun. Like not at all.

One day I decided to put Yandere Simulator on my "ideas and concepts board" in order to think about it. To think about how I would have designed the game if I was in his shoes or if I was aked to make a game like this. And it became clear very quickly that the first step I had to take was to scrap almost everything : the characters aren't smartly written (and it's a bit of a problem since it's a SOCIAL stealth game) and are just empty husks... they also work only in groups so no character is really unique in the end, the execution methods are too stilted with no room to work with (apart from the knife killing which has more options... but those options will be shut down by Alex linear game design), the story is disjointed and don't focus on the central point of the game (the game should focus on the murders commited by Yandere-chan and question the players about these actions... not wander around the Saikou dumb backstory) and so on...

I consider for a time putting toghether a team to create a "Yandere Simulator" using the vision I had for the game when I thought about it... but I have too many projects to manage right now and I can't really afford to take on another one as a leader of some sort. So I scrapped this idea months ago and instead came here to watch the real Yandere Simulator crash like the messy stiff game it is.
 
As a semi decent game-designer (nothing too fancy, I never worked on a big game so I've next to no experience... but a bit more than Alex if it is any consolation) I can safely answer you question :"how he would actually design Osana's week to be playable?"

The answer is very simple : to be playable he just need to put Osana in the game and allow the player to kill her with a knife.
But the real question is : how can he design Osana's week to be enjoyable... and to this question the answer is even more easy : he can't. Right now he can't it's impossible because all of the design of Yandere Simulator to this point is a stiff mess.

As much as Alex likes to say he aims for an organic design... well it's not true.
His game isn't organic in the slightest. It's stiff. It's heavely scripted... It baffles me to no end how Alex can seriously say that his game has an organic design when at the same time he is all about : "each rivals will have 5 eliminations method".
Does it not see the problem with that sentence ? He's not making an organic game, he's basically making a point & click in 3D. There is five answers to the problem, and you need to stick to it. There is no deviating for the pace he set. And so his game he's destined to be not that fun. Like not at all.

One day I decided to put Yandere Simulator on my "ideas and concepts board" in order to think about it. To think about how I would have designed the game if I was in his shoes or if I was aked to make a game like this. And it became clear very quickly that the first step I had to take was to scrap almost everything : the characters aren't smartly written (and it's a bit of a problem since it's a SOCIAL stealth game) and are just empty husks... they also work only in groups so no character is really unique in the end, the execution methods are too stilted with no room to work with (apart from the knife killing which has more options... but those options will be shut down by Alex linear game design), the story is disjointed and don't focus on the central point of the game (the game should focus on the murders commited by Yandere-chan and question the players about these actions... not wander around the Saikou dumb backstory) and so on...

I consider for a time putting toghether a team to create a "Yandere Simulator" using the vision I had for the game when I thought about it... but I have too many projects to manage right now and I can't really afford to take on another one as a leader of some sort. So I scrapped this idea months ago and instead came here to watch the real Yandere Simulator crash like the messy stiff game it is.

I honestly agree with you. He just needs to scrap everything, it's the best possible route he can go for this game.

Although it may look intimidating to him, I bet his progress would actually go much more rapidly then it was before, like a reset boost in Crush Crush. One of the main things that bother me is we have so many empty husks, an uncountable amount I say. We don't go anywhere in the story part of the game as well, and social aspects are crucial as your trying to perfect the image of an innocent girl. For example, most of the Rainbow Twelve have no personality whatsoever, and you can only rely on Reddit trivia and fanfictions for "character development".

If you ever did try to start a "new Yandere Simulator", I would gladly volunteer as a writer for the story.
 
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