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
    2,413
The fact that he's still trying to cash in on the VTuber trend by using an anime girl as his avatar still irks me.
First because he's definitely trying to attract new audience who only watch that type of content and second because even after all this time he still can't set the shit up properly and it's very uncanny most of the times.
I'm pretty sure that's just him being a coomer
 
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Reactions: Taco Salad
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Sounds unlikely. His reputation has been tarnished but Yandere Simulator has only become more popular as a result, especially with its coverage by many dozens of youtubers as of recently providing commentary both on it and Alex. His videos getting millions of views would consist of his long-terms fans, curious people, new fans coming into the stage who are unaware of the ensuing drama, and people coming in as regular subscribers of the "drama" channels reporting on the state of events.
No doubt about his Patreon though. He has his close circle of mods donate to him, scope out competition, and watch all of his streams. Artificially inflating his numbers would save him from obscurity.
Buying likes and views may be a stretch, but he is the only youtuber I have ever seen garner so much positive feedback and have so few patrons. For instance GradeAUnderA was still receiving approx 1,300$ on patron even after going 8 or so months without uploading or updating his patreon. These larger youtubers get ridiculous amounts of free money through that site. To only have less than 600 patrons with over 1 million views... that's .06% of his viewers.
Pretty amazing in my opinion. Even though its unlikely, I wouldn't put anything past him.
 
The fact that he's still trying to cash in on the VTuber trend by using an anime girl as his avatar still irks me.
First because he's definitely trying to attract new audience who only watch that type of content and second because even after all this time he still can't set the shit up properly and it's very uncanny most of the times.
You're giving him WAY too much credit. He's just doing it because he wants to coom while streaming
 
Since Alex is being boring recently, I've been wondering how to make a Yandere-Simulator-like game that is fun and I realized that the main reason YS is boring is having fixed rivals.
Run to rival #1 in Monday morning, slam with a baseball bat, burn the bat, week #1 done. Run to rival #2 in Monday morning, stab with scissors, burn the scissors, week #2 done. Rinse and repeat. The only way Alex attempts to make the gameplay more varied is by throwing random obstacles, which is more frustrating than fun.

Now what if.
There are still fixed rivals, but only like 5 of them, not 10. But they are just to give the game a semblance of the plot and serve as key bosses. The main meat of the game is that every single non-lesbian female student may become a rival, and Ayano should be busy either matchmaking them with male students, ruining their reputation, ruining their opinion of Tarou, and most importantly, building a gossip network that lets her know which of the girls is starting to become a danger. And killing would still be there, just as an ultimate solution for when nothing else works.

This would let the devs spread the plot thinner, give some characterization to more characters, make most of the students actually useful, and give the player something more interesting to do than following a paid-with-pantyshots paint-by-numbers scheme.
 
Since Alex is being boring recently, I've been wondering how to make a Yandere-Simulator-like game that is fun and I realized that the main reason YS is boring is having fixed rivals.
Run to rival #1 in Monday morning, slam with a baseball bat, burn the bat, week #1 done. Run to rival #2 in Monday morning, stab with scissors, burn the scissors, week #2 done. Rinse and repeat. The only way Alex attempts to make the gameplay more varied is by throwing random obstacles, which is more frustrating than fun.

Now what if.
There are still fixed rivals, but only like 5 of them, not 10. But they are just to give the game a semblance of the plot and serve as key bosses. The main meat of the game is that every single non-lesbian female student may become a rival, and Ayano should be busy either matchmaking them with male students, ruining their reputation, ruining their opinion of Tarou, and most importantly, building a gossip network that lets her know which of the girls is starting to become a danger. And killing would still be there, just as an ultimate solution for when nothing else works.

This would let the devs spread the plot thinner, give some characterization to more characters, make most of the students actually useful, and give the player something more interesting to do than following a paid-with-pantyshots paint-by-numbers scheme.
Just do it.
 
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Reactions: Lurkformoar
Since Alex is being boring recently, I've been wondering how to make a Yandere-Simulator-like game that is fun and I realized that the main reason YS is boring is having fixed rivals.
Run to rival #1 in Monday morning, slam with a baseball bat, burn the bat, week #1 done. Run to rival #2 in Monday morning, stab with scissors, burn the scissors, week #2 done. Rinse and repeat. The only way Alex attempts to make the gameplay more varied is by throwing random obstacles, which is more frustrating than fun.

Now what if.
There are still fixed rivals, but only like 5 of them, not 10. But they are just to give the game a semblance of the plot and serve as key bosses. The main meat of the game is that every single non-lesbian female student may become a rival, and Ayano should be busy either matchmaking them with male students, ruining their reputation, ruining their opinion of Tarou, and most importantly, building a gossip network that lets her know which of the girls is starting to become a danger. And killing would still be there, just as an ultimate solution for when nothing else works.

This would let the devs spread the plot thinner, give some characterization to more characters, make most of the students actually useful, and give the player something more interesting to do than following a paid-with-pantyshots paint-by-numbers scheme.

Not sure if it would be too simple, but I like the idea of randomized rivals with certain tags, which determine their basic personality/preference. It wouldn't be a huge pool to draw from, but maybe every game spawns 3 out of 6 traits. That way, your not scrambling to write every possible scenario or end up with contradictory traits. IMO, killing should be taken out entirely. It just creates a lot of hard to explain plot elements and it seems to be the part of the game the audience is least interesting in. Focus more on "social murder" for lack of a better term, where you just have to make the rivals unavailable, either by pairing them off with someone else, destroying their reputation or getting them suspended. The gameplay would focus more on gathering information and manipulating people instead of just running up and murdering them.
 
Not sure if it would be too simple, but I like the idea of randomized rivals with certain tags, which determine their basic personality/preference. It wouldn't be a huge pool to draw from, but maybe every game spawns 3 out of 6 traits. That way, your not scrambling to write every possible scenario or end up with contradictory traits. IMO, killing should be taken out entirely. It just creates a lot of hard to explain plot elements and it seems to be the part of the game the audience is least interesting in. Focus more on "social murder" for lack of a better term, where you just have to make the rivals unavailable, either by pairing them off with someone else, destroying their reputation or getting them suspended. The gameplay would focus more on gathering information and manipulating people instead of just running up and murdering them.
A focus on social murder would better suit a High School girl protag,

Having the rival be randomized out of 45(?) female characters would allow for a 'who's the rival' gameplay arc.
 
Not sure if it would be too simple, but I like the idea of randomized rivals with certain tags, which determine their basic personality/preference. It wouldn't be a huge pool to draw from, but maybe every game spawns 3 out of 6 traits. That way, your not scrambling to write every possible scenario or end up with contradictory traits. IMO, killing should be taken out entirely. It just creates a lot of hard to explain plot elements and it seems to be the part of the game the audience is least interesting in. Focus more on "social murder" for lack of a better term, where you just have to make the rivals unavailable, either by pairing them off with someone else, destroying their reputation or getting them suspended. The gameplay would focus more on gathering information and manipulating people instead of just running up and murdering them.
Common mistake, but procgen/rangen stuff is generally harder, not easier, to deal with both in a development and design perspective, with relatively few advantages.

A game that is procgen has to make everything generic and smooth enough so that all the pieces can be put together any which way, without stepping on each others toes. A linear design allows the designer to better control and pace the scope of what is available to the player and what they are encouraged to do and able to do at any one time. A procgen design requires a careful understanding of what and how the players engage with all the disparate mechanics of the game, to avoid creating combinations of scenarios that can be functionally impossible for a player to resolve. A linear game can assure and even advise a player that the game isn't rigged against them in RNG.

The advantages are generally only manifest in the ability to play over and over and have a different experience, but that comes with the same downside that you'll play over and over and not get the same experience, good or bad. And on top of that, your players will only experience that if they actually play multiple times. Unless the game has a short session time, like Binding of Isaac, or individual levels in other games, your players aren't likely to engage repeatedly (most people don't even finish their first play of most games, much less a dozen reruns) and all that extra content and systems you designed will go to waste.

Procgen is something I only recommend to experienced designers with an understanding of what they are doing and how it impacts their game flow. Alex can't even get linear design down, he'd never fucking figure out solid procgen design.
 
The advantages are generally only manifest in the ability to play over and over and have a different experience, but that comes with the same downside that you'll play over and over and not get the same experience, good or bad. And on top of that, your players will only experience that if they actually play multiple times. Unless the game has a short session time, like Binding of Isaac, or individual levels in other games, your players aren't likely to engage repeatedly (most people don't even finish their first play of most games, much less a dozen reruns) and all that extra content and systems you designed will go to waste.
How about a rogue-like that only has one randomized rival and the game lasts the one week?
 
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