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?


  • Total voters
    2,418
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.

It's for the best to not try and make a "better" Yandere Simulator. Alex would probably get super angry at you if you tried, especially if you used a team. I mean, he's been working on this game for 4 years. Any threat to what has essentially become his life would probably be treated with extreme prejudice. I really don't think Alex can even imagine a world where he doesn't coast off of his patreon, streams everyday, and sometimes tries to update Yandere Simulator. That's why his game doesn't have a direction. He doesn't want it to. He never wants to finish it, instead opting to never get down from the high of getting paid tons of money to "develop" Yandere Simulator.
 
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.

This has been Alex's problem for as long as I can remember following the game--he is so prone to "loses the forest for the trees" that I'm convinced the guy couldn't find his way out of a McDonald's ballpit. If he had the ability to take a step back and look at what an objective mess his game had become with so many implementations 10% into the game, I think Yan Sim might be salvageable.

But he can't and won't. You know. Because :autism:.
 
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.

Also if you ever decide to give it a shot I would gladly provide with concept art and 2d art in general (except GUI, because I never tried my hand in it except pixel art ones).

I don't know about copyright much so I guess you need to change character designs to avoid getting a strike? It isn't necessarily a bad thing considering some of the original designs are rather pervy lol.
 
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.

Alex plays Hitman and Metal Gear so it's shocking how awful he is at designing a stealth game. I play some stealth games too and i think Yansim has a good concept in theory and it's easily salvageable. You just need to pick one of these two paths:

>1-Make npcs interact differently with other and give Ayano ways to manipulate them

Instead of smoke grenades and silencer pistols, your mouth is the best gadget. Ayano is supposedly a master manipulator but she can't even talk to the majority of NPCs. You have all this varied "enemy design" that could be exploited against each other in many ways but it just isn't.

What if Ayano could call the teachers on students breaking rules? What if she could make delinquents and heroics fight other students? What if she could bribe/threaten/blackmail witnesses to not snitch her? What if she could befriend the target's friend to learn her weakness or to aproach her? What if she could simply lie about any bullshit at the cost of reputation? It doesn't matter if it's "unrealistic", it's a videogame just let it slide.

And yeah i know you can already use other students (either framing or kidnap girls to kill your target) but those are stupid cause they don't require any npc manipulation. It needs to be something that requires studying relationships and exploiting them.

>2-Double down on the scripted murder methods, make fun puzzles. Not unique but it works

Alex already had something worth playing when he revealed Osana's poison method. Pick pocket key -> steal poison -> poison osana's lunch -> follow her to bathroom -> kill. Does it sound good? That's because he literally stole the murder method from HITMAN. It requires skill, stealth, speed, npc routine knowledge and logical thinking so it's good (in theory). Yansim weekly schedule could add a new dimension of learning opportunities and planning ahead, allowing for much more complex puzzles than other stealth games.

Sadly, Alex ruined the whole thing by TELLING THE PLAYER EXACTLY HOW TO DO IT.

edit: why rate this late tho
 
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Rate me late but I've just realized that Saki Miyu character shares not only design with Miku Hatsune, but also name of Miku's voice provider - Fujita Saki. The more I browse on Alex, the less creative he gets. I'm impressed.

View attachment 464990

Good observation, but he actually got the names by taking the names straight-fucking-down the list of one of the first results of “popular Japanese female names” and “popular Japanese male names” on google.

http://www.babynamewizard.com/name-list/japanese-girls-names-most-popular-names-for-girls-in-japan

http://www.babynamewizard.com/name-list/japanese-boys-names-most-popular-names-for-boys-in-japan

It’s pretty embarrassing on Alex's part to have names pulled right from a site that he googled, all perfectly in order of the site.
Real game developers do extensive research and take time when putting their game in a foreign setting. Alex just pops some character traits in google translate, makes a dumb pun, or goes straight down a list he found on google.

So, he’s even less creative than u thought
 
Probably off topic as hell but, I'm up for helping scenarios for a lolcow Yansim game.

Also why did he pick Scooby Doo? The most franchise zombie series next to the simpsons? Nigga atleast pick an anime group that isn't persona. I'm surprised no one made a "Scooby Doo: In Yansim too!" joke yet
 
The newest comments on the last video have reached a point where only those criticizing the lack of Osana in the update are getting over 10 thumbs up.
And even people with poor grammar are getting it, let's get ready for a new blogpost soon.
F2NnfKF.png
 
The newest comments on the last video have reached a point where only those criticizing the lack of Osana in the update are getting over 10 thumbs up.
And even people with poor grammar are getting it, let's get ready for a new blogpost soon.
F2NnfKF.png
Alex is just going to say be patient and says he works "10 hours per day on YandereSim" when he isn't even interested the game anymore.
 
I really feel like Alex should have been a game director, who has a team working below him to be able to actually fulfill his vision, and a boss above him to keep all his ideas in line. But hey, then again, anyone with talented people under their control could make something pretty good
 
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