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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Something interesting about the Patreon earnings shows up when you look at their values over a longer timeline.
View attachment 1458899
The most recent spike is a change of two patrons for $93 more. If you look at the historical data, you'll see a lot more of these little spikes of around $100 happen over the last year (about seven or eight times by my count). They always disappear when the month ticks over, there's never more than three patrons (most often just one, sometimes two), and these pledges sometimes even disappear before the last day of the month. The odd pledge is the nearly $300 one on July 15th, but I fully expect the recent addition to disappear either on or before the end of the month.

I'm unsure of whether or not it's normal behavior, someone fucking with Alex or possible artificial inflation of the earnings.

See, what did I tell you? The guy wasted 3000 on subreddit and was willing to throw away three times more, so what stops him from throwing $300 just to pretend that his Patreon isn't going down?

Secondly, in less than two weeks, it'll be two quarters overdue. Six. Fucking. Months. And Osana is already like 4 years late or something. Plus, I don't think she has any truly reusable code. There's no event class with event types, just event scripts that do specific things, so I don't even know what code he'd be reusing.

Reusable code, what? That's nonsense, Alex can just copypaste her code into other rivals, so it could load 6 times more. Every. Fucking. Frame.

I think, after everything, Mr. Semengoblet is the perfect example of why the average /v/ user would be terrible as a game designer/developer.
  • Complete lack of coding knowledge and a complete inability to learn
  • Zero work ethic, constantly plays video games and procrastinates instead of working on the project
  • No artistic talent, and in lieu of either working with that limitation or hiring someone to create assets, just decided to buy generic assets from a site and steal the rest from deviantart.
  • Rios off favorite games while having absolutely no understanding of how those games work or why they are acclaimed.
  • Feature creep; Would rather work on whatever dumb shit he thinks up rather than the core game itself.
  • Complete inability to take any criticism at all.
His story is, when viewed in full, is not at all surprising. He was some retard on who had a vague idea for a weeb game, got gassed up by other retards, and immediately threw himself headfirst into a project that was always far beyond his meager ability.

It would almost be tragic if he wasn’t suicide-baiting and pretending to be destitute to extort money from the 13-year olds who still give a shit about his ‘game’.

If he had even an ounce of dignity he would say “fuck it, I give up” and just release the source code or whatever and the leave this whole thing behind forever.

Alas.
Wait, didn't people from /v made several games?
 
I still can't completely wrap my head around the Persona 5/Hitman mix that Alex is trying to pull off. It really does sound someone trying to make a dream game without thinking anything through.
I'm not exactly a game designer, but I think it's pretty easy to picture. This is my take:

So you're a hostess at a club, and you end up really liking a client the first time you speak to him. Thus your love interest/senpai. Hostess clubs only operate at certain hours, so you'd spend the day training/shopping/and preparing for sabotage missions ranging from slander/framing to murder/whatever yandere shit you want to throw. You bond with clients and get favors from them depending on who they are and what they do via confidante system. You spend the day raising stats via mini-game - like instead of Tartarus. You get acting stats to manipulate or other brainy stats. Combat etc. Science to know how to murder people and make it look like an accident. You get to see your targets ahead of time and it'll give you pros and cons. Such as a soft girl who is mentally weak could be intimidated via threat either by asking a thug client to scare her into not talking to the love interest, or you doing it yourself. Or befriending her and shading the love interest so she loses interest herself and makes it feel like it's her idea I guess?

And like, defeating a rival could be like a deadline perhaps? Bosses/rivals could have one to two forms. You either work towards defeating them like working through a palace via Persona 5 with one final push of a boss at the end, or you have to go to specific events and must clear on that event such as LI and rival going on a date. Presented P3 full moon boss that is unavoidable and appears on that date.

Keeping it in high school is limiting the scope, and making the darker themes harder to execute when there are adults and teachers in the way with more power. A femme fatale using and abusing everyone in her life to get what she wants from one person who views her as a perfect angel or possibly, knows her true colors but can't get away anymore is a much better concept without the kiddy gloves I think.
 
Did the dev for that? Meal Dev I think -- did they have this weird cult/drama storm like this too?

No, nothing like that. I mean ye, the community started turning to Watashi No Mono because they thought that it was a better game thus, more attention and a bit of drama but basically, MealDev was silent for a long time and just a few days ago, finally cancelled Watashi No Mono because they genuinely lost interest in it. They mentioned in their discord server that a game with such a concept would just have a lot of gameplay flaws- which would eventually make it boring.

Anyway, he mentioned that he doesn't want to be in the community anymore and doesn't plan on returning. So yeah, let's just give 'em a break.
 
I agree with many users here; there needs to be a new artist for LL. Bow-chan (is that her confirmed name, or is it a nickname?)'s general design is very cute, but it certainly needs work. Her character designer's art style reminds me a lot of DestinytoMoon's in all the wrong ways. Seekndestroy would be a much better artist for the project. Bow-chan's current design makes me think that the game is going to be a more "lighthearted" version of YanSim (though that's not saying much anyway because it has its own clusterfuck of an issue with its tone). Seekndestroy's Bow-chan design conveys a much different vision of the game, one that's more dark and edgy, like what Alex himself was trying to go for.

Unfortunately, Apeis is probably gonna stick with having his close friend do the art for LL rather than an actual talented artist. If any of you were in his position, who would you choose to do the art for the game? Unless my friend is also a very talented artist, I'd definitely pick someone more experienced for the position.
 
Keeping it in high school is limiting the scope, and making the darker themes harder to execute when there are adults and teachers in the way with more power. A femme fatale using and abusing everyone in her life to get what she wants from one person who views her as a perfect angel or possibly, knows her true colors but can't get away anymore is a much better concept without the kiddy gloves I think.

I do think the highschool aspect is limiting, but only to half of it. The high school setting is incredible conductive to a social sim and light stealth level of gameplay, with schedules, timing, a large building with multiple paths, etc. What it is terrible for, is any murder after the first one. Lots of videos have harped on the problem of returning to the scene of the murder, so I won't go into it.

My design solution, would be to effectively split the time into school, and after school. During school hours, its a social sim. Attempting an actual murder should be at best, incredibly foolhardy and a move of last resort. If a player can figure out how to pull it off, good on them, but otherwise the school does not need to be conductive to murder. The goal of the school time would be to gather information about your rival. Whether by social actions, favors, eavesdropping, theft, hacking, whatever means your yandere uses to learn as much about the rival as possible. A decision on attending different classes should be less about trying to build up stats, and more about identifying your rivals social group, and getting opportunity to listen in on them. Your character is more the cold, calculating, manipulative yandere in this design, faking personalities and developing skills in pursuit of their senpai.

This information should open up opportunities to deal with the rival, lethally or otherwise, in the after school period. This is where the scope stretches outside of what a casual indie dev could reasonably accomplish, because you'd have to create additional environments. Not a full blown open world, but common areas that you'd find people at. Malls, streets, public transport, a couple houses. Depending on the information you have, you may discover a few options of how to deal with a given rival. Maybe they work an after school job, and you just murder them on their walk home one night. Maybe you burn down their house, forcing them to move to a new area/school. Maybe you learn they're buying dinners at a convenience store, and spike them with a sleeping med so they end up standing up senpai by sleeping through their confession.

An advantage of this from a development perspective, is pieces get compartmentalized. You don't need to find a way to pack every single elimination method into a single map. You can scatter them about, separate them, isolate them both physically, logically, and in the sense of player options. Introducing new rivals and characters shouldn't force you to bend the entire world around them to slip in.

Its not a super novel solution, the Persona games strongly seperate combat and social spaces (At least in P4, haven't tried P5 to be honest), because the two don't mix super well.
 
I'm not exactly a game designer, but I think it's pretty easy to picture. This is my take:

So you're a hostess at a club, and you end up really liking a client the first time you speak to him. Thus your love interest/senpai. Hostess clubs only operate at certain hours, so you'd spend the day training/shopping/and preparing for sabotage missions ranging from slander/framing to murder/whatever yandere shit you want to throw. You bond with clients and get favors from them depending on who they are and what they do via confidante system. You spend the day raising stats via mini-game - like instead of Tartarus. You get acting stats to manipulate or other brainy stats. Combat etc. Science to know how to murder people and make it look like an accident. You get to see your targets ahead of time and it'll give you pros and cons. Such as a soft girl who is mentally weak could be intimidated via threat either by asking a thug client to scare her into not talking to the love interest, or you doing it yourself. Or befriending her and shading the love interest so she loses interest herself and makes it feel like it's her idea I guess?

And like, defeating a rival could be like a deadline perhaps? Bosses/rivals could have one to two forms. You either work towards defeating them like working through a palace via Persona 5 with one final push of a boss at the end, or you have to go to specific events and must clear on that event such as LI and rival going on a date. Presented P3 full moon boss that is unavoidable and appears on that date.

Keeping it in high school is limiting the scope, and making the darker themes harder to execute when there are adults and teachers in the way with more power. A femme fatale using and abusing everyone in her life to get what she wants from one person who views her as a perfect angel or possibly, knows her true colors but can't get away anymore is a much better concept without the kiddy gloves I think.

Thing is that, ok you're thinking in the overall project but the thing is with all those system it is fun to play? Let's think about it for a second here, YS you NEED to grind your stats to achieve certain killing methods something completly negates the Hitman part, because in Hitman you're allowed to do the mission as you see fit. You spend the whole week grinding and not only that you have a deadline to do the mission which is to kill Osana, it's a fundamental flaw of gameplay you're not allowing the player to do the murder because you make him do busy work.

So basically you have two options, or make a linear game with a storyline basically you go with the Persona side of the idea and make like three or four rivals and that's pretty much it, because is kinda retarded to have around 10 girls and killing them one every week, you can't have both.
 
I'm just hoping that the LL devs don't come up with shitty names for their characters...oh, who am I kidding, this post is gonna be swarmed by numerous optimistic ratings...
this hasnt been announced but someone who was on the mod team said it was "Minami Aikawa". apparently minami means south and aikawa can mean either love or river
 
this hasnt been announced but someone who was on the mod team said it was "Minami Aikawa". apparently minami means south and aikawa can mean either love or river
That's a really cute name! If it was written with Japanese characters, it'd most likely by written as "愛川 南" (Minami = south, Aikawa = love river/river of love). This particular kanji reading of "南" can also be used as a last name, something that's also very common with the names of characters from the Madoka Magica franchise.
 
That's a really cute name! If it was written with Japanese characters, it'd most likely by written as "愛川 南" (Minami = south, Aikawa = love river/river of love). This particular kanji reading of "南" can also be used as a last name, something that's also very common with the names of characters from the Madoka Magica franchise.
so you could basically read this as 'southern river of love'?
 
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Thing is that, ok you're thinking in the overall project but the thing is with all those system it is fun to play? Let's think about it for a second here, YS you NEED to grind your stats to achieve certain killing methods something completly negates the Hitman part, because in Hitman you're allowed to do the mission as you see fit. You spend the whole week grinding and not only that you have a deadline to do the mission which is to kill Osana, it's a fundamental flaw of gameplay you're not allowing the player to do the murder because you make him do busy work.

So basically you have two options, or make a linear game with a storyline basically you go with the Persona side of the idea and make like three or four rivals and that's pretty much it, because is kinda retarded to have around 10 girls and killing them one every week, you can't have both.
If I had to pick between no grinding and grinding I would pick no grinding. I was going off of the Persona format where you would go to a part-time job to get money to get items to go to a dungeon to clear objectives. You have to grind charm, bravery/courage etc. Persona was always based on timed bosses, and daily grind ala slice of life style presentation. The fantasy comes from the duality of having a normal life where you go to a part-time job, learn how to talk to girls and ~kill god~ or whatever JRPG trope you throw on it. The Persona format which starts 3 onward was based on deadlines. Every full moon a big baddie comes, after a rainstorm, or the looser deadlines they put into P5 which were more related to a specific occurrence.

The grind, daily life of talking to clients to get perks of various degrees to throw into the other gameplay was the whole core of persona. I agree your game is probably better, but this game is more Persona. Or fits the half persona identity which is what people are talking about. The postKuritan presented with how to make it in a school felt better on the hitman side and I really liked it.

I do think the highschool aspect is limiting, but only to half of it. The high school setting is incredible conductive to a social sim and light stealth level of gameplay, with schedules, timing, a large building with multiple paths, etc. What it is terrible for, is any murder after the first one. Lots of videos have harped on the problem of returning to the scene of the murder, so I won't go into it.

ETC

Its not a super novel solution, the Persona games strongly seperate combat and social spaces (At least in P4, haven't tried P5 to be honest), because the two don't mix super well.

I like this idea a lot, and it seems to fix a lot of the problems my idea presented (mainly a very poor social sim it seems) - so my guess on the confidante system is this: Just being friends with all sorts of people like getting a gym storage key so you can filch some bats or sabotage equipment? Regardless the idea of friends with everyone and generally beloved but thinking about how to effectively ruin the lives of your rivals without anyone being the wiser is a lot better than edgy high school girl big tiddy murder sim that handles topic ham fisty and without any elegance. Gives it a dark and specifically non edgy twist. I don't know how someone else hasn't thought of some better ideas -- I'm literally throwing darts in a mental board and seeing combinations that seem fun. edit: Kids are monsters is more compelling than knaifu waifu

Anyways, back on focus, thinking about who would win in a battle of wits - a man in his thirties who manipulates adults and also children for money, or an edgy teenager. My money's on Apeis causing a weird public meltdown and YandereDev couldn't talk his way out of it because it was too public and too black and white.
 
Thing is that, ok you're thinking in the overall project but the thing is with all those system it is fun to play? Let's think about it for a second here, YS you NEED to grind your stats to achieve certain killing methods something completly negates the Hitman part, because in Hitman you're allowed to do the mission as you see fit. You spend the whole week grinding and not only that you have a deadline to do the mission which is to kill Osana, it's a fundamental flaw of gameplay you're not allowing the player to do the murder because you make him do busy work.

So basically you have two options, or make a linear game with a storyline basically you go with the Persona side of the idea and make like three or four rivals and that's pretty much it, because is kinda retarded to have around 10 girls and killing them one every week, you can't have both.
I quite like the idea of a stealth game where you can visit the map several times before you pull off the assassination attempt, allowing you to gain familiarity with areas of the map and doing things to help aid you in the mission proper, such as setting up caches, getting keys, stealing maps or keys, etc. I'm not really sure about returning to the same location in 4 - 5 sets of 7 days because that would get stale real quick and it's not like the aesthetic of the school can change drastically. can't really do a dishonored with Dunwal tower and change the design in a big way.

I think Alex missed a great opportunity with his wish for YanSim to be a "realistic" game. It would be really interesting to have the game world the setting be a cutesy dating sim where the yandere is essentially an intruder who shouldn't be in this style of game. It also would kind of excuse the lackadaisical attitude that the law, teachers and police have to all the disappears/horrific accidents/ outright murders that keep happening, simply because since that kind of stuff wasn't "meant to be in the game" the characters are struggling to comprehend what is going on, like explaining what the concept of the internet is to person from the Neolithic.

One of the problems with Yandere Simulator for me is that it focuses so much on the murder aspect and never on the "love" aspect, which it could do so much more with. Having to balance spending time with Senpai so he'll fall in love with you alongside planning a murder sounds more fun than just stabby stab simulator. It would give the game something unique rather than Hitman 2.0 set in a school.

I hate to callback to Persona 5 for the 800th time this thread but something similar to a long confidant with Senpai could be a cool system. If you got perks from being close to him or if not being close enough to him by the end of the game resulted in a bad end I feel like it would add a lot to the "time management is important!" feel that Alex wants.

Of course this would only be able to happen in a world where Alex is a competent developer.
Not to mention the original pitch on the boards was a "dating sim mixed with a stealth game"
 
One of the problems with Yandere Simulator for me is that it focuses so much on the murder aspect and never on the "love" aspect, which it could do so much more with. Having to balance spending time with Senpai so he'll fall in love with you alongside planning a murder sounds more fun than just stabby stab simulator. It would give the game something unique rather than Hitman 2.0 set in a school.

I hate to callback to Persona 5 for the 800th time this thread but something similar to a long confidant with Senpai could be a cool system. If you got perks from being close to him or if not being close enough to him by the end of the game resulted in a bad end I feel like it would add a lot to the "time management is important!" feel that Alex wants.

Of course this would only be able to happen in a world where Alex is a competent developer.
 
I hate to callback to Persona 5 for the 800th time this thread but something similar to a long confidant with Senpai could be a cool system. If you got perks from being close to him or if not being close enough to him by the end of the game resulted in a bad end I feel like it would add a lot to the "time management is important!" feel that Alex wants.
If that's the case, make it like Persona 3: That certain actions might get you stuck in the relationship, make senpai have a falling out or have him cut off the relationship entirely, causing an instant game over.
And about the rivals, make them like the Chosen in Xcom 2: They have strengths and weaknesses that are exploitable in a simple way and over time as they strengthen their relationship with senpai, they gain new strengths making them harder to deal with therefore giving a certain sense of urgency to deal with them before the relationship advances too far.
 
I quite like the idea of a stealth game where you can visit the map several times before you pull off the assassination attempt, allowing you to gain familiarity with areas of the map and doing things to help aid you in the mission proper, such as setting up caches, getting keys, stealing maps or keys, etc. I'm not really sure about returning to the same location in 4 - 5 sets of 7 days because that would get stale real quick and it's not like the aesthetic of the school can change drastically. can't really do a dishonored with Dunwal tower and change the design in a big way.

I think Alex missed a great opportunity with his wish for YanSim to be a "realistic" game. It would be really interesting to have the game world the setting be a cutesy dating sim where the yandere is essentially an intruder who shouldn't be in this style of game. It also would kind of excuse the lackadaisical attitude that the law, teachers and police have to all the disappears/horrific accidents/ outright murders that keep happening, simply because since that kind of stuff wasn't "meant to be in the game" the characters are struggling to comprehend what is going on, like explaining what the concept of the internet is to person from the Neolithic.

Dishonored is basically one of my favorite games, the thing that Arkane Studio did to make it work was basically the narrative (something that YS doesn't have) in Dishonored you have a REASON to kill (or not) every single one of your targets, Alex should have think first on the "why" in the game story context besides muh yandere.


One of the problems with Yandere Simulator for me is that it focuses so much on the murder aspect and never on the "love" aspect, which it could do so much more with. Having to balance spending time with Senpai so he'll fall in love with you alongside planning a murder sounds more fun than just stabby stab simulator. It would give the game something unique rather than Hitman 2.0 set in a school.

I hate to callback to Persona 5 for the 800th time this thread but something similar to a long confidant with Senpai could be a cool system. If you got perks from being close to him or if not being close enough to him by the end of the game resulted in a bad end I feel like it would add a lot to the "time management is important!" feel that Alex wants.

Of course this would only be able to happen in a world where Alex is a competent developer.

Because Alex is such a incompetent that it doesn't even't understand the trope he is trying to use, Ayano doesn't speak to the "senpai" because is too shy or whatever which is basically the opposite of the yandere, also the "senpai" is just wet cardboard he's not intersting at all, but then again there's no story, just that she comes from a boodline of crazy bitchs.
 
You think that's crazy? Take a look at this update:

View attachment 1451111

I've never heard anyone say that YandereDev is gay, so I don't know what he's trying to prove here.
So his evolutionaryline goes:
EvaXephon -> YandereDev -> TroonFlip41?
I might be dead but you'll be getting arse fucked by all the pedos from the Lovesick discord.

Refocus all of our autism back on topic please.
>Imagine not recognizing the Lexmechanic pasta :story:
View attachment 1451332
I can't wait until this happens, it's got to right?
"I have GTX1660 ti and i'm still only getting 20fps, does this guy even know how to MAKE a game?"
God knows its getting old enough that James might consider it. And while I believe the game *should* be "finished", a lot of LJN games are of comparative quality so...
They know, lock it down!
 
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