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
    2,415
Games like Dwarf Fortress and of rouge-like genre are great, because their complexity adds greatly to the experience, there are simply no identical runs every time. Also randomness makes it harder to adapt, so you can master these games for dozens of hours. The only randomness that this game has is it's FPS.
Rogue-likes tend to be good because developers of rogue-likes understand that complexity in a game's mechanics are best left away from the base of how gameplay plays out. Risk of Rain and Binding of Isaac are good examples: run, fight, collect. Despite whatever complexity is added, it retains those key aspects. Never played Dwarf Fortress, but those are just the two which shine to me on terms of game design, particularly in that sense.
Yansim is not a rogue-like. Neither is it presented as such.
It could be as complex as he wants it to be, but the problem is that Alex isn't good enough at game design to do so, and he doesn't recognize that. It takes an understanding at the outset that you have to balance complexity and simplicity, one which Alex sorely lacks.
 
Actual game designers know that you make games using the reverse logic: how little should I add to have a viable and fun game? That's what Mark Rosewater, the head designer of Magic The Gathering, advises to people when making games. He also has a phrase he repeats often that people meme him about: "Restrictions Breed Creativity". A good game designer blocks their thought process to a few mechanics, and ask themselves every way they can explore the restricted mechanics they have to make a fun game, and in the case it's not enough, they add just a little more to get there. The video in which he describes these concepts is extremely good, by the way, I heavily recommend watching it.


Doing the contrary of adding a lot of things will end up with a bloated, purposeless game, which is what Yandere Simulator is: a game without true purpose, with mechanics that don't connect and sometimes overlap, and they do not even work. Make the game simpler, with a simpler set of mechanics, goals and obstacles, and perhaps Yandere Simulator can be made into a fun challenging game again. Otherwise it's a lost cause. You're working with a faulty base here.
Honestly, self restriction when designing games is, in my limited experience, among the most fundamental principles that you should learn before you go anywhere near a computer, and I would never dream of claiming to be an expert. "Kill your darlings" is simply an expression that is well at home in the creation of any medium.
It's just something that you'd think should be obvious, but then you find something like Alex's little game here and realize it must not be as obvious as it ought to be.

Limiting yourself is key to anything creative honestly. I've found some of my best ideas came from being given very specific themes it ideas to work off of because it makes you think "How can I make this better while keeping within the restrictions?" It makes you think outside the box. I think some of Alex's ideas are not bad. Clubs and their benifits were a good idea. The sanity animations were a good way to sway the players away from a murder spree. Heck a "black market" for otherwise illegal items getting into the school isn't a bad idea if done right.

He's adding so much to it. So many pointless things to the game that don't need to be in a demo. And making the demo difficult makes no sense. I get not making it super easy but this is going to be a majority of players first introduction to the game. Making it too difficult is a huuuuge mistake.
 
Limiting yourself is key to anything creative honestly. I've found some of my best ideas came from being given very specific themes it ideas to work off of because it makes you think "How can I make this better while keeping within the restrictions?" It makes you think outside the box. I think some of Alex's ideas are not bad. Clubs and their benifits were a good idea. The sanity animations were a good way to sway the players away from a murder spree. Heck a "black market" for otherwise illegal items getting into the school isn't a bad idea if done right.

He's adding so much to it. So many pointless things to the game that don't need to be in a demo. And making the demo difficult makes no sense. I get not making it super easy but this is going to be a majority of players first introduction to the game. Making it too difficult is a huuuuge mistake.
Alexephon or whatever the fuck we’re calling him will counter this argument by saying he does all this to make “organic game design”.
He often cites games like No More Heroes that inspired him to add a bunch of bullshi-I mean little details that make the game world feel alive and vibrant.
 
Alexephon or whatever the fuck we’re calling him will counter this argument by saying he does all this to make “organic game design”.
He often cites games like No More Heroes that inspired him to add a bunch of bullshi-I mean little details that make the game world feel alive and vibrant.

Something he fails to do cause the more he adds the more all the characters feel like robots to me. The patrolling for everyone is awkward. He's ignoring actual little details that makes the game feel more alive for useless stuff that don't really matter in the end...


One thing that doesn't make sense to me is all the students pinning down the protagonist. I get the heroes doing it. Maybe even the social butterflies. But I think cowards wouldn't do it at all. It's one small example of "organic" gameplay that just doesn't work.
 
Even with all of mind-numbingly stupid obstacles (i.e., the invincible body guard and 80 other "security cameras"), Osana will still probably be piss-easy in the demo and the final game. Electrocuting her is probably the main example of this, since you can't be blamed for the murder whatsoever. Poisoning, fake suicide, and dropping heavy weights can all be pulled off with minimal consequences.
 
I didn't feel comfortable criticizing EvaXephon without downloading the latest edition of YandereFailure to see how accurate my criticisms were even though I knew he's done nothing but faff about since I last posted here. And I know someone has probably posted about this before, but as I just recently found another amateur Unity dev doing the exact same stupid thing I feel completely justified in ranting about it. I knew exactly what was going from the high-pitched whine my GPU started to make when it went from cruising to MORE FRAMES MORE FRAMES MORE FRAMES.

Alex, you didn't set a max FPS cap. The intro images are being redrawn 2000+ times per second. The main menu is being redrawn at around 500 times per second. I'm disappointed only because the other guy I yelled at for doing this managed over 5000 FPS with his game.

Static images and the main menu/uniform selection should not be utilizing 70%+ of my CPU and 60% of my GPU. And I have a GTX 1080.

There is literally a checkbox in Unity under graphical settings that you mark to prevent stupid shit like this from happening. I'd say this is why performance is so shit except you've enabled VSync during the game proper so you only run the risk of frying GPUs from the Unity menu to the end of character/uniform selection; playing the game is less resource intensive than staring at the main menu. Let that sink in.

This is a lesson that everyone should have learned from StarCraft II and never forgotten.

Now mark me late while I go see how broken the rest of the game is.
 
I didn't feel comfortable criticizing EvaXephon without downloading the latest edition of YandereFailure to see how accurate my criticisms were even though I knew he's done nothing but faff about since I last posted here. And I know someone has probably posted about this before, but as I just recently found another amateur Unity dev doing the exact same stupid thing I feel completely justified in ranting about it. I knew exactly what was going from the high-pitched whine my GPU started to make when it went from cruising to MORE FRAMES MORE FRAMES MORE FRAMES.

Alex, you didn't set a max FPS cap. The intro images are being redrawn 2000+ times per second. The main menu is being redrawn at around 500 times per second. I'm disappointed only because the other guy I yelled at for doing this managed over 5000 FPS with his game.

Static images and the main menu/uniform selection should not be utilizing 70%+ of my CPU and 60% of my GPU. And I have a GTX 1080.

There is literally a checkbox in Unity under graphical settings that you mark to prevent stupid shit like this from happening. I'd say this is why performance is so shit except you've enabled VSync during the game proper so you only run the risk of frying GPUs from the Unity menu to the end of character/uniform selection; playing the game is less resource intensive than staring at the main menu. Let that sink in.

This is a lesson that everyone should have learned from StarCraft II and never forgotten.

Now mark me late while I go see how broken the rest of the game is.
He still hasn't fixed that??

Wew lad you're in for a hell of a time.
 
Alexephon or whatever the fuck we’re calling him will counter this argument by saying he does all this to make “organic game design”.
He often cites games like No More Heroes that inspired him to add a bunch of bullshi-I mean little details that make the game world feel alive and vibrant.
As a gamedev, shouldn't he be trying to finish his base game before he starts adding more shit? From what I remember, he hasn't even finished the first rival yet. But for some reason he adding more features to this game?
 
So my thoughts on what I played of the August 3rd build:
Obviously, FPS is a complete and utter disaster regardless of what "quality" setting is chosen at launch. Once into the game proper, having a constant 60 FPS outside of the bedroom or basement is just not going to happen with maybe two exceptions: the showers and the cherry tree way far away from the main school building. Minimal GPU load, so spaghetti code is almost certainly the culprit. My first thought was either pathfinding or some awareness check every NPC is running to see if they should be reacting to anything nefarious, but since FPS improves the further away you are from the student population it's maybe a constantly running check that's toggled if the player is within a certain distance of any NPCs. I'm afraid I don't know enough about Unity to even attempt to debug or have the patience to read through every page I've missed in my absence, but hey, not really my problem.

Due to the above, despite having vastly superior hardware to the last time I played this game, FPS overall is actually worse.

Did not expect the longer loading time. I guess so much extra stuff has been tacked on that the game needs half a minute to load now instead of popping into the environment almost instantly.

At least the gymnasium has collision detection now.

Due to the routes that every NPC takes and shares with another NPCs end up walking around in small groups with each NPC practically inside one another. This is not helped by every NPC sharing the same sluggish pace, meaning that once they are grouped together they are staying grouped together unless they have a different destination or the player starts trying to separate them.

I am not and never have been using a controller. Stop giving me XBox controller prompts. Stick with either keyboard prompts or controller prompts; don't spastically switch between the two or in some cases, display both.

I'd get random pink indicators in the middle of the screen like if the crush were nearby except he was nowhere near and they were triggered by random members of the student body. No idea what's going on there.

In game menus toggled by your smartphone are mostly broken. Out of the four I tried, three just brought up an empty screen and made me think the game crashed.

Also, why is EvaXephon using a build of Unity that's over a year old, and from the 2017 branch?
Knowing fuckall about all of the changes since the last time I played three years ago, I still grabbed a fire extinguisher and bashed in the skull of the next student to walk up the nearby stairs by themselves. I then proceeded to drag their body into the nearby bathroom without any of the students in either hallway noticing despite looking in my direction or being not that far away. Couldn't place the fire extinguisher back where I found it due to being seen "carrying weapon", so just dumped it at the end of a hallway next to another one. I then stood in the stairwell and did the insane laugh which nobody gave a fuck about, despite being visible to students at either end of the stairwell.

The body wasn't discovered until the very end of the schoolday during the cleaning phase, roughly about half a second before I attempted to leave campus. Murder weapon was never found. lolwat. I just threw it at the end of a nearby hallway.

Based on the above, you could still kill a sizable portion of the student body Day 1 by just bashing whomever walks up your chosen stairwell over the head and stuffing the bodies in a bathroom. The denser student body and their insistence in walking inside one another makes it a bit harder but you can still totally do it.

Gathering all of the students in the gymnasium the day after a murder just makes it a bit harder to commit another and wastes the player's time as they wait for the student body to break up into smaller groups again. It encourages players to just take out as many students as possible in a short time span instead.

The only thing I don't get is a bunch of students standing at the dead-end hallway either playing games on their phones or taking pictures of fire extinguishers, one of which I used to inflict blunt force trauma.
The game as it is is basically attempting to be Hitman: Anime edition. The problem is that while the game is structured like Hitman, it gives you none of the clues or hints to figure out how to accomplish your goal. Without watching through EvaXephon's youtube videos I have no way of knowing different methods to accomplish murder aside from wandering around and finding objects that I can interact with and going from there. The multistage or more intricate methods of elimination? Not happening. Hitman either gives you hints for opportunities before the mission starts or allows you to overhear things that you can take advantage of. Plus, with Hitman going Rambo is always an option when you fuck up. In Yandere Simulator, there is no fallback plan as far as I am aware. Congratulations, you're reloading your save.

I personally feel that the game is crippled by three things that aren't named EvaXephon; being limited to the school environment, being a specifically structured narrative rather than a semi-random sandbox, and pacing. The game environment will be exactly the same every time, and all of your activities are limited to the school instead of stalking people off campus. Imagine a case where you stalk a particular rival after school and find out where they live, and you now have a decent idea of when and where this person should be on a regular basis. You then practice your lockpicking skill and break into their house when nobody is around and learn more about them, only to have to sneak around to avoid their family when they return home. Later you start leaving disturbing messages to terrorize your rival and their family all over town, culminating in a return to their house at night that finally inspires your rival and their family to leave town.

With the exception of the last bit, that's actually possible in another game. And it's a low-effort porn game with a somewhat interesting game engine. Honestly, Yandere Simulator should have just been a mod for that game instead, except by going full 3D he managed to get children who want to be edgy to throw money at him for a game they'll never see completed.

As for pacing, whenever you're not trying to decide which student gets their skull bashed in next and where you're going to store the body, what are you going to do? Nothing. You're bored. It's a case of "Well, she's dead. Now what am I going to do?" There's no sense of progression or improvement. Might as well just quit and find something else to play. Back to the aforementioned porn game. Even when you're not attempting to get into someone's pants, you can grind and improve stats, find other people to try to get into their pants, learn more about others so you can get into their pants faster, find or purchase upgrades, unlock new options, quests, possibilities...but in YandereSim, other optional activities are either entirely absent or unlikely to find without knowing they're there via watching youtube videos. If I have to watch an in depth how-to guide to find things to do in your game, you've done fucked up.
TL;DR - after more than three years of "active development" still can't fucking kill the first rival or progress beyond the first week and game performance is at its worst yet.
 
So my thoughts on what I played of the August 3rd build:
Obviously, FPS is a complete and utter disaster regardless of what "quality" setting is chosen at launch. Once into the game proper, having a constant 60 FPS outside of the bedroom or basement is just not going to happen with maybe two exceptions: the showers and the cherry tree way far away from the main school building. Minimal GPU load, so spaghetti code is almost certainly the culprit. My first thought was either pathfinding or some awareness check every NPC is running to see if they should be reacting to anything nefarious, but since FPS improves the further away you are from the student population it's maybe a constantly running check that's toggled if the player is within a certain distance of any NPCs. I'm afraid I don't know enough about Unity to even attempt to debug or have the patience to read through every page I've missed in my absence, but hey, not really my problem.

Due to the above, despite having vastly superior hardware to the last time I played this game, FPS overall is actually worse.

Did not expect the longer loading time. I guess so much extra stuff has been tacked on that the game needs half a minute to load now instead of popping into the environment almost instantly.

At least the gymnasium has collision detection now.

Due to the routes that every NPC takes and shares with another NPCs end up walking around in small groups with each NPC practically inside one another. This is not helped by every NPC sharing the same sluggish pace, meaning that once they are grouped together they are staying grouped together unless they have a different destination or the player starts trying to separate them.

I am not and never have been using a controller. Stop giving me XBox controller prompts. Stick with either keyboard prompts or controller prompts; don't spastically switch between the two or in some cases, display both.

I'd get random pink indicators in the middle of the screen like if the crush were nearby except he was nowhere near and they were triggered by random members of the student body. No idea what's going on there.

In game menus toggled by your smartphone are mostly broken. Out of the four I tried, three just brought up an empty screen and made me think the game crashed.

Also, why is EvaXephon using a build of Unity that's over a year old, and from the 2017 branch?
Knowing fuckall about all of the changes since the last time I played three years ago, I still grabbed a fire extinguisher and bashed in the skull of the next student to walk up the nearby stairs by themselves. I then proceeded to drag their body into the nearby bathroom without any of the students in either hallway noticing despite looking in my direction or being not that far away. Couldn't place the fire extinguisher back where I found it due to being seen "carrying weapon", so just dumped it at the end of a hallway next to another one. I then stood in the stairwell and did the insane laugh which nobody gave a fuck about, despite being visible to students at either end of the stairwell.

The body wasn't discovered until the very end of the schoolday during the cleaning phase, roughly about half a second before I attempted to leave campus. Murder weapon was never found. lolwat. I just threw it at the end of a nearby hallway.

Based on the above, you could still kill a sizable portion of the student body Day 1 by just bashing whomever walks up your chosen stairwell over the head and stuffing the bodies in a bathroom. The denser student body and their insistence in walking inside one another makes it a bit harder but you can still totally do it.

Gathering all of the students in the gymnasium the day after a murder just makes it a bit harder to commit another and wastes the player's time as they wait for the student body to break up into smaller groups again. It encourages players to just take out as many students as possible in a short time span instead.

The only thing I don't get is a bunch of students standing at the dead-end hallway either playing games on their phones or taking pictures of fire extinguishers, one of which I used to inflict blunt force trauma.
The game as it is is basically attempting to be Hitman: Anime edition. The problem is that while the game is structured like Hitman, it gives you none of the clues or hints to figure out how to accomplish your goal. Without watching through EvaXephon's youtube videos I have no way of knowing different methods to accomplish murder aside from wandering around and finding objects that I can interact with and going from there. The multistage or more intricate methods of elimination? Not happening. Hitman either gives you hints for opportunities before the mission starts or allows you to overhear things that you can take advantage of. Plus, with Hitman going Rambo is always an option when you fuck up. In Yandere Simulator, there is no fallback plan as far as I am aware. Congratulations, you're reloading your save.

I personally feel that the game is crippled by three things that aren't named EvaXephon; being limited to the school environment, being a specifically structured narrative rather than a semi-random sandbox, and pacing. The game environment will be exactly the same every time, and all of your activities are limited to the school instead of stalking people off campus. Imagine a case where you stalk a particular rival after school and find out where they live, and you now have a decent idea of when and where this person should be on a regular basis. You then practice your lockpicking skill and break into their house when nobody is around and learn more about them, only to have to sneak around to avoid their family when they return home. Later you start leaving disturbing messages to terrorize your rival and their family all over town, culminating in a return to their house at night that finally inspires your rival and their family to leave town.

With the exception of the last bit, that's actually possible in another game. And it's a low-effort porn game with a somewhat interesting game engine. Honestly, Yandere Simulator should have just been a mod for that game instead, except by going full 3D he managed to get children who want to be edgy to throw money at him for a game they'll never see completed.

As for pacing, whenever you're not trying to decide which student gets their skull bashed in next and where you're going to store the body, what are you going to do? Nothing. You're bored. It's a case of "Well, she's dead. Now what am I going to do?" There's no sense of progression or improvement. Might as well just quit and find something else to play. Back to the aforementioned porn game. Even when you're not attempting to get into someone's pants, you can grind and improve stats, find other people to try to get into their pants, learn more about others so you can get into their pants faster, find or purchase upgrades, unlock new options, quests, possibilities...but in YandereSim, other optional activities are either entirely absent or unlikely to find without knowing they're there via watching youtube videos. If I have to watch an in depth how-to guide to find things to do in your game, you've done fucked up.
TL;DR - after more than three years of "active development" still can't fucking kill the first rival or progress beyond the first week and game performance is at its worst yet.
Come on, you can't just spend half of your post talking up the mechanics of a porn game and not even give us it's name.
 
TL;DR - after more than three years of "active development" still can't fucking kill the first rival or progress beyond the first week and game performance is at its worst yet.

The tl:dr on the performance is that every npc contains all cosmetics at all times as well as a super awkward system of animation blending (like each frame is literally 25+ animations blended together). Everything attached to an animated model gets updated when the model updates even if it's not technically rendering anything, and this includes recalculation of all the bone positions on cosmetics that have them such as hair models. Combine all of this together and you get 25+ skinned mesh passes per student model plus a full hierarchy calculation for every object/bone in every cosmetic every frame = a whole lot of matrix math = lag that goes away when the student is offscreen due to the animations not updating when they're not being rendered.
 
The tl:dr on the performance is that every npc contains all cosmetics at all times as well as a super awkward system of animation blending (like each frame is literally 25+ animations blended together). Everything attached to an animated model gets updated when the model updates even if it's not technically rendering anything, and this includes recalculation of all the bone positions on cosmetics that have them such as hair models. Combine all of this together and you get 25+ skinned mesh passes per student model plus a full hierarchy calculation for every object/bone in every cosmetic every frame = a whole lot of matrix math = lag that goes away when the student is offscreen due to the animations not updating when they're not being rendered.
At this point, I wonder. Is he genuinely unaware about this, or is he just too lazy to fix it?
 
What I don't get is how he thought Osana would be a good introductory rival. Imo, I don't think a character having an indestructible bodyguard is a bad idea, but giving your first rival one is fucking stupid. Maybe if he added a final "boss" rival that is super rich, has a bodyguard, has the cops on speed dial and is constantly being fawned over by every teacher and student it would make some sense. But Osana is the first rival and should act like a tutorial, i.e. she should be a bit of a challenge but have plenty of easily identified ways to kill her. Like you could sneak a look into her bag and find an inhaler and a note about the science project she works on alone every afternoon in the science lab, giving you the idea to start a fire after stealing the inhaler so she dies from smoke inhalation.

It really bothers me just how much Alex continues to fuck up what should be an easy money making scheme.
 
  • Agree
Reactions: Azafran90
What I don't get is how he thought Osana would be a good introductory rival. Imo, I don't think a character having an indestructible bodyguard is a bad idea, but giving your first rival one is fucking stupid. Maybe if he added a final "boss" rival that is super rich, has a bodyguard, has the cops on speed dial and is constantly being fawned over by every teacher and student it would make some sense. But Osana is the first rival and should act like a tutorial, i.e. she should be a bit of a challenge but have plenty of easily identified ways to kill her. Like you could sneak a look into her bag and find an inhaler and a note about the science project she works on alone every afternoon in the science lab, giving you the idea to start a fire after stealing the inhaler so she dies from smoke inhalation.

It really bothers me just how much Alex continues to fuck up what should be an easy money making scheme.
Obviously he's not messing up an easy money making scheme if it's still going. No the problem is this game actually does have potential to be a fun and interesting game but he squanders that potential by refusing to fix broken mechanics and try to figure out why it's not working. It's fine if he doesn't have someone to talk these things out with to figure out if they make sense. Sometimes something makes sense in your head then someone points out all the flaws you haven't considered, but the important thing is is to listen to those and try to fix it. Heck he could have a chat open in his discord where people can give ideas for game mechanics or for how to make different mechanics more enjoyable. But he seems to be so in his own head he doesn't consider these and just thinks that his ideas don't need any more tweaking than the few he may have done since first coming up with them.

He doesn't even listen to his fans. I mean when he first brought up the beat-em-up mechanics where you fight a Yakuza boss or whatever it was overwhelmingly "this mechanic is unnecessary" and like a year later he put it in after saying he scrapped the idea.
 
To be fair to Alex, he did say that Osana would be "medium difficulty" in the demo, but would become incredibly easy in the final game. Meaning he'll probably nerf the invincible semi-obsessed Sueinator quite a bit.
 
At this point, I wonder. Is he genuinely unaware about this, or is he just too lazy to fix it?

I'd vote that he doesn't have any idea how to properly fix it as it would require actually learning the nuances of unity, C# and software engineering in general.

There's this sort of endemic problem in software engineering where inexperienced/bad engineers never think about the ramifications of their code needing to scale and running into brick walls when something that worked fine with one instance suddenly makes the computer melt with 100 instances. It's one of the massive pitfalls of getting any sort of code off the asset store that doesn't come with a proper scaling benchmark - you just have to assume that it's going to be written in a way where it won't scale well and/or will rely on shortcuts that will run fine in a demo but not in an actual product.

If yansim makes any sort of enduring mark on the world I really hope it's as an example in a game architecture book showing how lack of foresight regarding scalability can kill a project.
 
NGL, for the most hilarious thing is that even if he managed to do a 180°, clean up his act and develop the game exactly as he envisions it..... We would get a game with outdated graphics, repetitive gameplay, full of useless gimmicks and derivative of Hitman.

Like c'mon I honestly can't see this Game's appeal.
 
NGL, for the most hilarious thing is that even if he managed to do a 180°, clean up his act and develop the game exactly as he envisions it..... We would get a game with outdated graphics, repetitive gameplay, full of useless gimmicks and derivative of Hitman.

Like c'mon I honestly can't see this Game's appeal.
The core concept of the game, "pick a love interest, stalk them, and eliminate your competition by any means you see fit" is not the worst idea; with effort you could make it work. It's the execution of said idea that's essentially beyond redemption. Poor design and gameplay choices have been a problem from day one.

YandereSimulator was never going to be the next Minecraft, but it could've been better than a subpar Hitman knockoff appreciated only by wannabe edgy kids that haven't quite figured out what a decent videogame is yet. EvaXephon was getting over four thousand per month via Patreon for two and a half years to make his vision come true, and he's completely squandered it by faffing about instead adding little tidbits and other miscellaneous shit and not improving or finishing the actual game. For the past year his income has been dropping and his gravy train is slowly coming to an end. He's had plenty of time and money over the last four years to course correct and learn how to actually make a game, but he hasn't done it and at this point he won't.

I don't see the game ever being finished by EvaXephon's hand. More likely some modder gets fed up, throws in a bunch of rival characters and proclaims the game is done before never touching it again.
 
If I was YanDev, I would just recode everything from beginning. You can't just show something that bad and expect people to like it.
I have a big tip for creators, only show something to the public that if it's actually decent, if it is garbage, Just make it private.
 
  • Late
Reactions: T-Ter and Cast Away
Back