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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Nice new Discord channel.
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The six hour slowmode really makes it special.
 
Can you imagine his horror and disappointment if his kid just ended up only having a weeb phase as a child instead of as a lifelong passion? Too bad he couldn’t just block kids from talking when they’re in real life.
he would probably call the kid a gremlin and try to throw them out of the house for not following in his footsteps.
 
Yandere Simulator is a Unity game, which means Alex's spaghetti is C# flavored. The mere thought of Alex using C++ horrifies me. He would use naked new and delete instead of smart pointers, header files would contain definitions instead of just declarations, std::move would either not used often enough (if at all), or it would be used too frequently (preventing the compiler from using return value optimization in places where it otherwise could have performed it), etc.

You're giving him too much credit.

There would be C strings.

There would be lots of C strings.
 
  • Horrifying
Reactions: obliviousbeard
By the way, what has Alex done since the release of the demo? I imagine he's probably treating his tulpas to a nice dinner.
He has mashed F5 repeatedly for r/Osana and this thread to find the obviously broken things his game was getting mocked for and then failed to patch them, or just removed things entirely if he couldn't figure out how to patch it.
 
He has mashed F5 repeatedly for r/Osana and this thread to find the obviously broken things his game was getting mocked for and then failed to patch them, or just removed things entirely if he couldn't figure out how to patch it.
Oh wow, I'm actually really surprised he's releasing bug patches so soon after the release. I was expecting him to go on a "Vacation" for a month, and then invest countless hours on that "debunking" video he teased
 
Oh wow, I'm actually really surprised he's releasing bug patches so soon after the release. I was expecting him to go on a "Vacation" for a month, and then invest countless hours on that "debunking" video he teased
He's been releasing a new build at midnight for the past few days that probably breaks as much stuff as it "fixes". Haven't really had the time to take much of a look at them and probably won't get around to it until next week.
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All it takes is one trip to the sperm bank and there could be an EvaX Jr. in the future.
He won't even need the "help" they provide, he'll just bring his waifu with him.
Fair, but his sperm would be discarded - who needs a genetic material that requires 6 years to fertilize an egg, only to produce a cripple in the result and then blame doctors for that?
 
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Wasn't Norse tradition of burning the burial boat? Osana demo, dead and going down in flames, very appropriate image.

This is 4th bugfix build already; this tempo is something commendable for once. Maybe he did needed some solid kick to the ass to motivate him after all. I doubt he will resolve everything - because that would mean scrapping the game - but making demo presentable somehow isn't out of question. If he keeps it up. The thing is, he really needs to start kickstarter before December, the worst month for starting crowfunding. There's little time left.
 
After lurking a bit, I think I can contribute something of worth.
It is common knowledge by now, that Alex want's his game to feel like the HITMAN franchise, especially the newest games. In these Games, you play as an assasin with no personality (YS:Ayano) in levels scattered around the globe. In YS however, there is only one Level, set in a "japanese" school. The entire game (except of one mission) is set in this one level. With this restriction, it is hard to create increasing difficulty by changing the level naturally (make the level harder without adding more Raibarus per Rival).
I am honestly really curious, how Alex is going to balance future Rivals, because he repeaditly proved, he doesn't understand balancing in a videogame.
Possible balances might be something like increasing awareness of students, avoiding certain areas, more teachers patrouling the school, etc. I will try to explain myself on this later on.
I am aware, that many people really like the idea of a student killing other students in a school setting what's wrong with you?, but HITMANtm like gameplay is pretty boring, if you only got one map, where just targets with their bodyguards change after a complete week. In a case like this, I think it would make more sense, to push the player to improvise.
Every member of a club are friends (=clique), but has different classes. So, they are moving from different parts of the school to the same location. It would make sense, if this Location selected random from an array or something. A location could be something like a bench or similar. So in their freetime, every student would pathfind to the location selected for their clique. When a student is pathfinding towards the selected location and can see another member of his group, it would make sense, if this students would increase speed, until he reached the person of interest and walk next to him (not in a conga line, Alex) to the location. To avoid students from forming conga lines, Alex could easily add a random offset to the optimal route. This would help the game feeling more alive and more like an actual school, rather than a military camp, because no day feels like the previous
As said before, this could help to force the player to improvise and make the level feel like a school. This combined with better balancing would improve the game, in my opinion, incredibly.
The existing game could also be improved by a lot, if Alex would put thought in his project.
first of all, delete the bloom. It just doesn't look good and the game would look better with a cell-shaded, high contrast theme.
Also, why can't the player climb over small obstacles like benches? From what I've seen, this really interrupts the flow of some players. This should be an easy feature, that's easy to come up with.
Also, Raibaru could walk next to Osana,because she is, you know, her friend and shouldn't be invincible, but the game should rather punish you in other ways than an instant game over. For example could previous mentioned difficulty methods be used explicitly, If the Rival is killed without any kind of cover up (i.e. "The Player running up to Osana and stabbing her") This would feel WAY more natural, while still punishing players, who don't play EXACTLY like YanDev intendet.
If there is, for example, a clique gathering spot, that allows easy eliminations, students might avoid that place, after a student has been stabbed there. This is only logical and would increase the difficulty again, in a natural feeling way.
 
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