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

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The end of EvaXephon?


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Do you remember this video from June 9th, 2018, where Alex basically tells "my game is taking so long, because these games exist"?

Here they are, by the way.
LittleGamesThatCould.png

Alex probably can't even imagine how wrong he was. Let's take a closer look.


Doki Doki Literature Club!

- Was developed by American programmer Dan Salvato over the course of approximately two years, and is his debut title in the video game industry. Prior to its release, Salvato was known for creating the FrankerFaceZ extension for Twitch, his modding work in the Super Smash Bros scene, and for his custom Super Mario Maker levels.

- Salvato was inspired to create a visual novel by his "love-hate relationship" with anime, and emphasized the abundant use of cliches in the genre and the frequent plots centering around "cute girls doing cute things", which he saw as both an asset and a detriment to the viewer's enjoyment. Salvato sought to create a title that would attract the player's attention regardless of how they personally view anime.

- He lacked an artistic skill, so he used a free online anime-creation program to create the initial character designs and applied these designs in test versions of the game. Later he realized, that finished product requires a higher quality, so he asked his friend to draw sketches and then handed them to professional artist. (No models from Unity store)

- Salvato also composed a game's score.

- Made by three people.

VA-11 HALL-A

- Made by three people.

- Ported everywhere.

- Love their game and it's influences.

- I was like: "Hey, you know what would be cool? A game where you're the bartender in a cyberpunk society, and you're not the hard boiled hero or stuff like that. You just do your work while classic characters from cyberpunk tales tell you stories about life in dystopia."

- Many games don’t allow you to stray away too much, they’re afraid of the player getting lost or whatever, so the mechanics in Valhalla are made in a very specific way to tease the player’s mind into doing things out of the box. (Verge)


Undertale

- Outside of some artwork, Fox developed the entirety of the game by himself, including the script and music.

- Fox worked on the entire game independently, besides some of the art; he decided to work independently to avoid relying on others.

- In terms of the game's difficulty, Fox ensured that it was easy and enjoyable. He asked some friends who are inexperienced with bullet hell shooters to test the game, and found that they were able to complete it. He felt that the game's difficulty is optimal, particularly considering the complications involved in adding another difficulty setting.

From interview with PCgamer.

- “I played Earthbound when I was four,” he says. “I was so young that it helped me learn to read, and also transformed my brain forever.”

- Seven years on, his affection would blossom into obsession when he started visiting noted Earthbound fansite starmen.net.“I became really enamoured with that site, its personality and its denizens, and decided to try to create things to impress the people on it,” he recalls. “Now my friends from that site run Fangamer, which sells my merchandise. So Earthbound and its fandom have never left me.”

- “It takes influence from many strange sources, the graphics look bad in places, the gameplay is very simple,” he says. “Most of all, the game’s humour and surprise is derived from the fact that it defies the expected conventions of normal RPGs. That’s the most interesting part to me, that even without understanding of the genre’s conventions, the game still resonates with people – kids included. That’s very cool.”

- In a reflective blog post on its first anniversary, Fox self-deprecatingly described it as “an 8/10, niche RPG game”.


Iji

- Everything aside from music was made by one man.

- a major update, version 1.7, was released in 2017 that used the Game Maker 7.0 framework for better compatibility with recent OSes (e.g. Windows 10, macOs). It also added a sizable amount of new features, including new endings, more plot, a revamped upgrade interface, a new nonlethal skill tree, overhauled graphics, faster walkspeed, changes to the hacking minigame, and more interaction tracking for Iji's actions over the course of the game.

From fanon.

- Weeks following release game breaking bugs were still being discovered, prompting Remar to realize that the game will continue to need support after release. Once the game was released the reception was mostly positive, however Remar browsed forums criticizing the game to better fix certain flaws and continued to update and add features to improve the game.


Axiom Verge

- Made technically by one man, other was responsible for business development, marketing, negotiating.

- He began work on Axiom Verge as a part-time hobby in March 2010.

- Axiom Verge is an independent project by Petroglyph Games engineer Tom Happ, who has worked on games such as End of Nations, NFL Street, and the Tiger Woods PGA Tour series.

- He is the sole developer, artist, and musician of the game, and began work on it in March 2010 as a side project.

- Six years after its initial release, Axiom Verge received a downloadable content update in 2021, featuring a new gameplay mode that randomizes item locations. The update was a collaboration between Happ and Axiom Verge's speedrunning community, who had unofficially developed a mod for this game mode and were looking to officially add it to the game



Stardew Valley

- Barone developed the game by himself over four years. He was heavily inspired by the Harvest Moon video game series, with additions to address some of the shortcomings of those games. He used it as an exercise to improve his own programming and game design skills.

- In 2011, Barone had graduated from the University of Washington Tacoma with a computer science degree, but had not been able to get a job in the industry, instead working as an usher at the Paramount Theatre in Seattle.

- Unable to find a satisfactory replacement, Barone began to create a game similar to the series, stating that his intent was "to address the problems I had with Harvest Moon" and that "no title in the series ever brought it all together in a perfect way".

- After the title was shown a great deal of support from the community, Barone began working on the title in full, engaging with Reddit and Twitter communities to discuss his progress and gain feedback on proposed additions.


Interview with Gamasutra.

- "On average, I probably worked on it 10 hours a day every day of the week during development," says Eric Barone. "Now that the game is out, I'm probably spending more like 15 hours a day on it."

- "My strategy with the community is simple: no strategy at all!" says Barone. "I think that, as an indie developer, you should just be yourself and be a real human. I try to act online like I do in real life: treat everyone with respect, and be as honest and straightforward as possible."

- "I'm choosing to do this much work because I want to be an indie game developer and see my project come to fruition," he adds. "While those developers at EA were, in effect, forced to work against their will. I don't think it's right. You should be free to work yourself to the bone, but not to force someone else to do that for you."


Cave Story

- It was developed over five years by Japanese developer Daisuke "Pixel" Amaya in his free time.

- He is a sole designer, writer and composer of the game.

- Cave Story is considered by many as the quintessential indie game because of its one-person development team and influence on the gaming world.

- Daisuke "Pixel" Amaya developed Cave Story in his free time over five years. He began the project when he was in college and continued working on it after getting a job as a software developer.

- Amaya admitted this lack of planning caused "problems down the line" because he did not have dedicated map editing and data management tools.

- More importantly, this "retro" design choice allowed him to create a large amount of art on his own, which would have been impossible for a 3D game.

- To make levels memorable, Amaya designed them around a single theme.


Retro City Rampage

- The concept for Retro City Rampage originally came from a homebrew project that began in 2002. In his spare time, game programmer Brian Provinciano constructed his own Nintendo Entertainment System development kit and set about remaking one of his favourite titles, Grand Theft Auto III, with 8-bit sprite graphics, under the codename of Grand Theftendo. At the 2011 Game Developers Conference, he revealed his methods, showing how, over several years, he built advanced software tools to help him overcome the limitations of Nintendo Entertainment System hardware, before eventually shifting development to the PC

- At one point in the process, he started to add characters and locations from other games he enjoyed from his childhood. This ultimately inspired him to work on the project full-time, but instead of using scenarios from GTA III, he decided to create an entirely new game with original content in 2007, which would be released as a downloadable title for consoles. He used a real-time map editor to adjust and debug on the fly, and also integrated several suggestions from playtesters.

- For most of the project, he had worked completely independently on the design, coding and art. Later in development, he hired a pixel artist to assist with the visual design of the game and went through revisions. He also brought in three renowned videogame composers, Leonard "FreakyDNA" Paul, Jake "Virt" Kaufman and Matt "Norrin Radd" Creamer, to create chiptune songs for the game's soundtrack.

Interview with Gamasutra.

- Provinciano's passion for programming is well-documented, as is his love of retro hardware. Retro City Rampage was famously inspired by the 8-bit "demake" of Grand Theft Auto III that Provinciano coded in 6502 assembly language for his own homebrew NES hardware.

- "It was a real passion project," he told me. "People ask me why I don't make the time to port to Wii U or something like that, and honestly...porting to Wii U is mostly paperwork and certification and platform requirements and error messages and that kind of stuff. It's not the cool, fun puzzle-solving project that this DOS version was. This was really for fun, and for personal enjoyment."


A Hat in Time

- The initial idea for A Hat in Time was started by director Jonas Kaerlev, who graduated with a Master's Degree in Computer Science at the Aalborg University in Denmark.

- He launched the project as an answer to his feeling of an ongoing shortage of 3D platformers, specifically developed by Nintendo.

- At the start of development, Kaerlev was the sole developer of the game but over time the development grew into Gears for Breakfast, a team spanning four countries and entirely volunteer-based

- Made by 13 people.

Cuphead

- Made by 5 people.

- Over the development process, they made multiple revisions to many gameplay elements, including how gameplay actions feel at the edges of platforms and how long players are disabled after receiving damage.

- In 2013 StudioMDHR still consisted of three people.

- In 2014 they still had other jobs, and spent months talking over various plans to hire more staff and increase the game’s size.

- Following E3 2015, Chad and Jared went looking for bank loans. By the end of 2015, StudioMDHR consisted of eight people.

- Chad and Jared Moldenhauer wanted to make games since they were kids. They just didn’t know how.

- ...growing the team to 14 people.

- Chad and Jared say they ran into a bad crunch stint for the last four or five months of development; Jared says he hit a personal record for number of hours worked in a row at 33 or 34.

- Grew to 19 people.

From Gamesradar.

- ...every frame of Cuphead would have to be a traditionally hand-drawn animation cel, every action looped over meticulously-painted watercolour backgrounds.

- It could take, on average, 25 minutes of work to produce a single frame of Cuphead's gameplay.

- To give that some context, back in 2015 the Moldenhauer brothers had estimated that Cuphead would feature around 15,000 individually hand-drawn frames when it shipped; years after that estimation was made, long after the game's scope expanded wildly from boss rush to fully-fledged platformer, I'm told that it is in fact closer to 50,000.



Owlboy

- D-Pad Studios, a five-person team based in Norway

- studio wasn’t officially formed until 2010 and that the custom XNA engine the team uses wasn’t particularly stable or optimised until around 2012.

- “We aimed high and ambitious and decided no shortcuts and cut corners,” said Bauer.

- When D-Pad co-founder and art director Simon Andersen came up with the concept for Owlboy 10 years ago, he wanted to prove a point: the advantages of 2D art over 3D art.

- “A lot of options were considered. Jetpacks. The character being an insect. I considered a girl that spun her pigtails to propeller around,” Andersen said. “Then, my girlfriend suggested an owl and everything sort of fell into place right there. Owls would have their own cloaks that act as wings. Owls are also generally symbols of knowledge.”

Article from Vice.

- While playing Super Mario Bros. 3, Andersen was struck by the game's Tanooki suit, which lets Mario float down after a jump by tapping a button. Andersen's idea was the opposite: Let the player fly up.

- the game has been through several full-on reboots, often because as development dragged on, players were demanding games of increasingly higher quality. It didn't help that Metroid-style games became increasingly en vogue, forcing Owlboy to adjust.

- For example, Andersen had promised his girlfriend a proposal—and a wedding—after the game shipped. Every time he delayed Owlboy, he was delaying this next chapter in his life.

- That living situation changed over the years. Andersen was working out of his parents' home, but during development, his parents not only got divorced but the house burned down.

Do you notice a trend here?

Most of these were made by very small teams or at least they were small in the beginning, sometimes it was a single person. Alex has an army of volunteers, so there is no excuse.

Not all of them took long time to make, just because "oh-ah, game development takes long time". Cuphead took so long, because every frame of animation was literally hand-drawn. Retro City Rampage used unique devkit, so it took extra time too. Creators of Owlboy had to deal with real life tragedies and had to change multiple concepts. Alex had none of those and his game is still in development!

All of the people who worked on these games had some experience in programming and tried to improve over time, they also weren't afraid to hire professionals to do what they weren't able to. Alex couldn't do that with 5000 a month on Patreon, let alone step down and let Tiny Build to do their job.

And most of all, what were the motives of their creators? DDLC creator just wanted to explore the idea of a VN where cute anime girls are a double-edged sword. Creators of VA-11 HALL-A just thought that the game about bartender in cyberpunk would be cool. Toby Fox has been in love with Earthbound and it's fandom for all his life, so he wanted to pay tribute to them. Creator of Iji just used game development as a sandbox for his own ideas. Axiom Verge, Retro City Rampage and Cave Story were one-man passion projects. Hell, creator of Stardew Valley just wanted a better Harvest Moon game and creators of Owlboy, Hat in Time and Cuphead wanted more of their favourite platformers. In short, they made those games, because they wanted to play them!

And Alex... He doesn't want to develop games, but he wants to be "the" developer.
 
Last edited:
Do you remember this video from June 9th, 2018, where Alex basically tells "my game is taking so long, because these games exist"?

Here they are, by the way.
View attachment 2007954
Alex probably can't even imagine how wrong he was. Let's take a closer look.


Doki Doki Literature Club!

- Was developed by American programmer Dan Salvato over the course of approximately two years, and is his debut title in the video game industry. Prior to its release, Salvato was known for creating the FrankerFaceZ extension for Twitch, his modding work in the Super Smash Bros scene, and for his custom Super Mario Maker levels.

- Salvato was inspired to create a visual novel by his "love-hate relationship" with anime, and emphasized the abundant use of cliches in the genre and the frequent plots centering around "cute girls doing cute things", which he saw as both an asset and a detriment to the viewer's enjoyment. Salvato sought to create a title that would attract the player's attention regardless of how they personally view anime.

- He lacked an artistic skill, so he used a free online anime-creation program to create the initial character designs and applied these designs in test versions of the game. Later he realized, that finished product requires a higher quality, so he asked his friend to draw sketches and then handed them to professional artist. (No models from Unity store)

- Salvato also composed a game's score.

- Made by three people.

VA-11 HALL-A

- Made by three people.

- Ported everywhere.

- Love their game and it's influences.

- I was like: "Hey, you know what would be cool? A game where you're the bartender in a cyberpunk society, and you're not the hard boiled hero or stuff like that. You just do your work while classic characters from cyberpunk tales tell you stories about life in dystopia."

- Many games don’t allow you to stray away too much, they’re afraid of the player getting lost or whatever, so the mechanics in Valhalla are made in a very specific way to tease the player’s mind into doing things out of the box. (Verge)


Undertale

- Outside of some artwork, Fox developed the entirety of the game by himself, including the script and music.

- Fox worked on the entire game independently, besides some of the art; he decided to work independently to avoid relying on others.

- In terms of the game's difficulty, Fox ensured that it was easy and enjoyable. He asked some friends who are inexperienced with bullet hell shooters to test the game, and found that they were able to complete it. He felt that the game's difficulty is optimal, particularly considering the complications involved in adding another difficulty setting.

From interview with PCgamer.

- “I played Earthbound when I was four,” he says. “I was so young that it helped me learn to read, and also transformed my brain forever.”

- Seven years on, his affection would blossom into obsession when he started visiting noted Earthbound fansite starmen.net.“I became really enamoured with that site, its personality and its denizens, and decided to try to create things to impress the people on it,” he recalls. “Now my friends from that site run Fangamer, which sells my merchandise. So Earthbound and its fandom have never left me.”

- “It takes influence from many strange sources, the graphics look bad in places, the gameplay is very simple,” he says. “Most of all, the game’s humour and surprise is derived from the fact that it defies the expected conventions of normal RPGs. That’s the most interesting part to me, that even without understanding of the genre’s conventions, the game still resonates with people – kids included. That’s very cool.”

- In a reflective blog post on its first anniversary, Fox self-deprecatingly described it as “an 8/10, niche RPG game”.


Iji

- Everything aside from music was made by one man.

- a major update, version 1.7, was released in 2017 that used the Game Maker 7.0 framework for better compatibility with recent OSes (e.g. Windows 10, macOs). It also added a sizable amount of new features, including new endings, more plot, a revamped upgrade interface, a new nonlethal skill tree, overhauled graphics, faster walkspeed, changes to the hacking minigame, and more interaction tracking for Iji's actions over the course of the game.

From fanon.

- Weeks following release game breaking bugs were still being discovered, prompting Remar to realize that the game will continue to need support after release. Once the game was released the reception was mostly positive, however Remar browsed forums criticizing the game to better fix certain flaws and continued to update and add features to improve the game.


Axiom Verge

- Made technically by one man, other was responsible for business development, marketing, negotiating.

- He began work on Axiom Verge as a part-time hobby in March 2010.

- Axiom Verge is an independent project by Petroglyph Games engineer Tom Happ, who has worked on games such as End of Nations, NFL Street, and the Tiger Woods PGA Tour series.

- He is the sole developer, artist, and musician of the game, and began work on it in March 2010 as a side project.

- Six years after its initial release, Axiom Verge received a downloadable content update in 2021, featuring a new gameplay mode that randomizes item locations. The update was a collaboration between Happ and Axiom Verge's speedrunning community, who had unofficially developed a mod for this game mode and were looking to officially add it to the game



Stardew Valley

- Barone developed the game by himself over four years. He was heavily inspired by the Harvest Moon video game series, with additions to address some of the shortcomings of those games. He used it as an exercise to improve his own programming and game design skills.

- In 2011, Barone had graduated from the University of Washington Tacoma with a computer science degree, but had not been able to get a job in the industry, instead working as an usher at the Paramount Theatre in Seattle.

- Unable to find a satisfactory replacement, Barone began to create a game similar to the series, stating that his intent was "to address the problems I had with Harvest Moon" and that "no title in the series ever brought it all together in a perfect way".

- After the title was shown a great deal of support from the community, Barone began working on the title in full, engaging with Reddit and Twitter communities to discuss his progress and gain feedback on proposed additions.


Interview with Gamasutra.

- "On average, I probably worked on it 10 hours a day every day of the week during development," says Eric Barone. "Now that the game is out, I'm probably spending more like 15 hours a day on it."

- "My strategy with the community is simple: no strategy at all!" says Barone. "I think that, as an indie developer, you should just be yourself and be a real human. I try to act online like I do in real life: treat everyone with respect, and be as honest and straightforward as possible."

- "I'm choosing to do this much work because I want to be an indie game developer and see my project come to fruition," he adds. "While those developers at EA were, in effect, forced to work against their will. I don't think it's right. You should be free to work yourself to the bone, but not to force someone else to do that for you."


Cave Story

- It was developed over five years by Japanese developer Daisuke "Pixel" Amaya in his free time.

- He is a sole designer, writer and composer of the game.

- Cave Story is considered by many as the quintessential indie game because of its one-person development team and influence on the gaming world.

- Daisuke "Pixel" Amaya developed Cave Story in his free time over five years. He began the project when he was in college and continued working on it after getting a job as a software developer.

- Amaya admitted this lack of planning caused "problems down the line" because he did not have dedicated map editing and data management tools.

- More importantly, this "retro" design choice allowed him to create a large amount of art on his own, which would have been impossible for a 3D game.

- To make levels memorable, Amaya designed them around a single theme.


Retro City Rampage

- The concept for Retro City Rampage originally came from a homebrew project that began in 2002. In his spare time, game programmer Brian Provinciano constructed his own Nintendo Entertainment System development kit and set about remaking one of his favourite titles, Grand Theft Auto III, with 8-bit sprite graphics, under the codename of Grand Theftendo. At the 2011 Game Developers Conference, he revealed his methods, showing how, over several years, he built advanced software tools to help him overcome the limitations of Nintendo Entertainment System hardware, before eventually shifting development to the PC

- At one point in the process, he started to add characters and locations from other games he enjoyed from his childhood. This ultimately inspired him to work on the project full-time, but instead of using scenarios from GTA III, he decided to create an entirely new game with original content in 2007, which would be released as a downloadable title for consoles. He used a real-time map editor to adjust and debug on the fly, and also integrated several suggestions from playtesters.

- For most of the project, he had worked completely independently on the design, coding and art. Later in development, he hired a pixel artist to assist with the visual design of the game and went through revisions. He also brought in three renowned videogame composers, Leonard "FreakyDNA" Paul, Jake "Virt" Kaufman and Matt "Norrin Radd" Creamer, to create chiptune songs for the game's soundtrack.

Interview with Gamasutra.

- Provinciano's passion for programming is well-documented, as is his love of retro hardware. Retro City Rampage was famously inspired by the 8-bit "demake" of Grand Theft Auto III that Provinciano coded in 6502 assembly language for his own homebrew NES hardware.

- "It was a real passion project," he told me. "People ask me why I don't make the time to port to Wii U or something like that, and honestly...porting to Wii U is mostly paperwork and certification and platform requirements and error messages and that kind of stuff. It's not the cool, fun puzzle-solving project that this DOS version was. This was really for fun, and for personal enjoyment."


A Hat in Time

- The initial idea for A Hat in Time was started by director Jonas Kaerlev, who graduated with a Master's Degree in Computer Science at the Aalborg University in Denmark.

- He launched the project as an answer to his feeling of an ongoing shortage of 3D platformers, specifically developed by Nintendo.

- At the start of development, Kaerlev was the sole developer of the game but over time the development grew into Gears for Breakfast, a team spanning four countries and entirely volunteer-based

- Made by 13 people.

Cuphead

- Made by 5 people.

- Over the development process, they made multiple revisions to many gameplay elements, including how gameplay actions feel at the edges of platforms and how long players are disabled after receiving damage.

- In 2013 StudioMDHR still consisted of three people.

- In 2014 they still had other jobs, and spent months talking over various plans to hire more staff and increase the game’s size.

- Following E3 2015, Chad and Jared went looking for bank loans. By the end of 2015, StudioMDHR consisted of eight people.

- Chad and Jared Moldenhauer wanted to make games since they were kids. They just didn’t know how.

- ...growing the team to 14 people.

- Chad and Jared say they ran into a bad crunch stint for the last four or five months of development; Jared says he hit a personal record for number of hours worked in a row at 33 or 34.

- Grew to 19 people.

From Gamesradar.

- ...every frame of Cuphead would have to be a traditionally hand-drawn animation cel, every action looped over meticulously-painted watercolour backgrounds.

- It could take, on average, 25 minutes of work to produce a single frame of Cuphead's gameplay.

- To give that some context, back in 2015 the Moldenhauer brothers had estimated that Cuphead would feature around 15,000 individually hand-drawn frames when it shipped; years after that estimation was made, long after the game's scope expanded wildly from boss rush to fully-fledged platformer, I'm told that it is in fact closer to 50,000.



Owlboy

- D-Pad Studios, a five-person team based in Norway

- studio wasn’t officially formed until 2010 and that the custom XNA engine the team uses wasn’t particularly stable or optimised until around 2012.

- “We aimed high and ambitious and decided no shortcuts and cut corners,” said Bauer.

- When D-Pad co-founder and art director Simon Andersen came up with the concept for Owlboy 10 years ago, he wanted to prove a point: the advantages of 2D art over 3D art.

- “A lot of options were considered. Jetpacks. The character being an insect. I considered a girl that spun her pigtails to propeller around,” Andersen said. “Then, my girlfriend suggested an owl and everything sort of fell into place right there. Owls would have their own cloaks that act as wings. Owls are also generally symbols of knowledge.”

Article from Vice.

- While playing Super Mario Bros. 3, Andersen was struck by the game's Tanooki suit, which lets Mario float down after a jump by tapping a button. Andersen's idea was the opposite: Let the player fly up.

- the game has been through several full-on reboots, often because as development dragged on, players were demanding games of increasingly higher quality. It didn't help that Metroid-style games became increasingly en vogue, forcing Owlboy to adjust.

- For example, Andersen had promised his girlfriend a proposal—and a wedding—after the game shipped. Every time he delayed Owlboy, he was delaying this next chapter in his life.

- That living situation changed over the years. Andersen was working out of his parents' home, but during development, his parents not only got divorced but the house burned down.

Do you notice a trend here?

Most of these were made by very small teams or at least they were small in the beginning, sometimes it was a single person. Alex has an army of volunteers, so there is no excuse.

Not all of them took long time to make, just because "oh-ah, game development takes long time". Cuphead took so long, because every frame of animation was literally hand-drawn. Retro City Rampage used unique devkit, so it took extra time too. Creators of Owlboy had to deal with real life tragedies and had to change multiple concepts. Alex had none of those and his game is still in development!

All of the people who worked on these games had some experience in programming and tried to improve over time, they also weren't afraid to hire professionals to do what they weren't able to. Alex couldn't do that with 5000 a month on Patreon, let alone step down and let Tiny Build to do their job.

And most of all, what were the motives of their creators? DDLC creator just wanted to explore the idea of a VN where cute anime girls are a double-edged sword. Creators of VA-11 HALL-A just thought that the game about bartender in cyberpunk would be cool. Toby Fox has been in love with Earthbound and it's fandom for all his life, so he wanted to pay tribute to them. Creator of Iji just used game development as a sandbox for his own ideas. Axiom Verge, Retro City Rampage and Cave Story were one-man passion projects. Hell, creator of Stardew Valley just wanted a better Harvest Moon game and creators of Owlboy, Hat in Time and Cuphead wanted more of their favourite platformers. In short, they made those games, because they wanted to play them!

And Alex... He doesn't want to develop games, but he wants to be "the" developer.
This excuse video has aged like milk. The gall of this guy to analogize Yandere Simulator to any of these games, and compare himself to any of these games' developers, is delusional. Alex could spend an entire decade (not) working on his shit game, and it still wouldn't be even 1/10th the quality of any of the games he cites as "peers." And most (if not all) of these titles came to market in a ready state without the need for milking Patreon simps.
 
Stardew Valley

- Barone developed the game by himself over four years. He was heavily inspired by the Harvest Moon video game series, with additions to address some of the shortcomings of those games. He used it as an exercise to improve his own programming and game design skills.

- In 2011, Barone had graduated from the University of Washington Tacoma with a computer science degree, but had not been able to get a job in the industry, instead working as an usher at the Paramount Theatre in Seattle.

- Unable to find a satisfactory replacement, Barone began to create a game similar to the series, stating that his intent was "to address the problems I had with Harvest Moon" and that "no title in the series ever brought it all together in a perfect way".

- After the title was shown a great deal of support from the community, Barone began working on the title in full, engaging with Reddit and Twitter communities to discuss his progress and gain feedback on proposed additions.
Just some extra info on Stardew Valley: It is still actively being worked on. ConcernedApe is still making bug fixes and small little improvements to the game. He has stated that the community and it's unending love and support for the game is the reason why he continues working on it to make it the best version it can be.

Also worth mentioning for "other games that have finished their development cycle before Yandere Simulator" should be Factorio. The game had its full release last year and I believe it was in development for 8 years. Even before it's "official full release", the game was very complete, fully playable, and IMO, was not deserving to be called in-beta. It is one of the few early access games that I say can earn that.
 
ConcernedApe is still making bug fixes
Well, Alex does this too, but for a completely different reason.

And of course here is your daily dose of art. Enjoy!

Classy...
1.PNG


2.PNG


3.PNG


4.PNG


5.PNG


6.PNG

P.S. Mullberry would love this contest.
trace.jpg
 
And of course here is your daily dose of art. Enjoy!

They really drew a camwhore crossover of the pornstar from Huniepop and the pedo substitute teacher from yandere sim.

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Alex would probably be into it. He likes weird anime porn games.
 
They really drew a camwhore crossover of the pornstar from Huniepop and the pedo substitute teacher from yandere sim.


Alex would probably be into it. He likes weird anime porn games.
My favorite part about that piece of eyeball assault that calls itself "art" is how the Honiepop pornstar has their thumb on the wrong side of their right hand.
 
My favorite part about that piece of eyeball assault that calls itself "art" is how the Honiepop pornstar has their thumb on the wrong side of their right hand.
So it's a cripple porn too...

Meanwhile, contest had a little influx of originality. Enjoy!

Does she have three saggy tits or something?
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Finally! I've been waiting for Sonic OC donut steel since day one!
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Been using Saltybet off and on for years since its inception in 2013. Always was fun watching goofy characters go at it as chill random videogame music plays in the background while im working. Started getting back into it these past few months and noticed the new guidelines about duration of people can comment due to 'toxicity' and immediately came to me was Yandev. I guess Salty gets so many shekels from the little sperg to support his site that he has to comply to make the place a safespace for him.
For those not around, first few months were great, esp when it was just 2000 /v/irgins not taking it seriously over monopoly money
 
Guys, I just realized something...
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Good artist finds inspiration in everyday things.

Otherwise, I'd say that contest is going cold. New submissions get little to no likes, trolls upload some stale shit, nothing interesting. But still I was able to find something for your daily dose of art. Enjoy!

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"Ayano, why are you trying to kill me again?"
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WOAH, LESBIANS!
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My favorite part about that piece of eyeball assault that calls itself "art" is how the Honiepop pornstar has their thumb on the wrong side of their right hand.
Every time I see porn that looks like it was made by a child, I get really concerned over the possibility that it was actually made by a child. And the worst part is that Gacha Life has proven that is an actual possibility.
 
Just some extra info on Stardew Valley: It is still actively being worked on. ConcernedApe is still making bug fixes and small little improvements to the game. He has stated that the community and it's unending love and support for the game is the reason why he continues working on it to make it the best version it can be.

Also worth mentioning for "other games that have finished their development cycle before Yandere Simulator" should be Factorio. The game had its full release last year and I believe it was in development for 8 years. Even before it's "official full release", the game was very complete, fully playable, and IMO, was not deserving to be called in-beta. It is one of the few early access games that I say can earn that.
I wouldn’t say small—the last big update he made included an entire new island to explore with challenges and advantages towards gameplay to be found in every corner, a whole new character to befriend, and dozens of fixes making gameplay easier and more sensible that, get this, people had been requesting. Instead of giving the bachelorettes giant titties and allowing you to steal their panties for no reason, ConcernedApe actually listened to what people were asking for (faster travel, accessible shipment container) and came up with creative new content to give them that.
I bought that shit on sale years ago for less than $5. How many thousands have people simped over for Alex to sit in his house and jerk off to schoolgirls? Yet he still has the nerve to complain that anyone expects anything of him.
 
You all may know, that Alex has the audacity to say, that he is working alone on Yandere Simulator, despite reality telling otherwise.

Like here:
upload_2018-1-23_19-5-29.png


And here:
2354235.PNG

(if you have more instances, please, let me know)

Let's pretend, that it's true and take a look at other one-man-teams, who unlike Alex managed to succeed.


Touhou Project

- Since 1995, the team's member, Jun'ya "ZUN" Ota, has independently developed programming, graphics, writing, and music for the series, self-publishing 17 mainline titles and five spin-offs as of August 2019. ZUN has also produced related print works and music albums, and collaborated with developer Twilight Frontier on six official spin-off Touhou fighting games

- ZUN attended Tokyo Denki University, where he majored in mathematics, and it was during university that he created his first Touhou game, Highly Responsive to Prayers. The first five Touhou games were developed for the PC-98, the first computer model he owned. While ZUN did make a few games before this, the first one being a copy of Puyo Puyo, these were never published, and are assumed to be lost

- ZUN works alone, and each Touhou game was created from the ground up, including the engine.The only exception to this are the fighting games, the first of which was Immaterial and Missing Power, created in 2003 with dojin group Twilight Frontier. In the game's afterword, ZUN mentioned that he disliked having to manage other workers, and that he produced things "six times more comfortably" when doing so alone.

From an interview:

- I would like to say that even if a game doesn't sell very well, it can still be a good game. Making a game sell is a different story, though.

- To those who want to make games, you might want to exclusively study that field, but I recommend you go to college and get a regular education. If you can adapt to your surroundings then, you can improve yourself as a person.

From another interview:

- However, he has stated that the actual reason why he originally made the game series and Team Shanghai Alice is because he couldn't find any games he liked himself, so he decided to make games he liked entirely by himself. In the Swedish Magazine Interview, he replies to the last question with, "I'm going to keep making games that stand out, so if all my fans disappear I'm still happy I can keep doing the games I want." Even to this day, he honestly admits that he couldn't create anything other than Touhou and still holds true to this statement.



Bright memory

- Bright Memory was developed by Zeng “FYQD” Xiancheng using Unreal Engine 4 with development work taking place in the developer's spare time.

- In January 2019, Zeng admitted on a post on Sina Weibo that he has used some enemy models without acquiring a license and modified them for use in the game but did not specify which models or which games they were from. In reaction, Zeng has announced that he will use the money from the game's sale to hire an art designer and reach out to the original rights holders

From an interview:

- I am a fan of FPS games and I love playing many different ones, so I decided to develop a Chinese FPS title of my own.

- Development work is very difficult. In 2011, I first found out about UDK's game engine via an online network, and I began to learn how to operate the engine and design games.

- The curriculum was slow so I had studied some additional 2D/3D design software at home on my own.

- The inspiration for the development of Bright Memory came from a discussion of ideas I had with a friend of mine; we started thinking up various interesting ways to play, with the assumption that if a person equipped with future technology were to travel back to ancient times, it would be pretty interesting.

- Bright Memory was a sort of shout-out to many of my favorite games, such as Bulletstorm, Kagemusha, and Call of Duty.

- I didn't have much time to design complete characters, and I needed some original designs to make them, so I've been working on them from scratch with Reallusion software, and now Character Creator 3 and HeadShot to help me create the general models, as well as outfits, etc.

- I believe the most important thing about developing a large-scale 3D game independently is to work hard on developing the full game, and not simply a demo.


Thomas Was Alone

- Thomas Was Alone was developed by Mike Bithell. The initial concept of the game was created during a personal 24-hour game jam while Bithell was working at Blitz Games in October 2010. Bithell based the game on the concept of friendship, and came upon the mechanics of using multiple blocks with different abilities as a means of representing this.

- Bithell started to work on a more complete version of Thomas Was Alone in early 2011, considering this a means to teach himself how to work with the Unity game engine.

- During this time, he became lead game designer at Bossa Studios in London, where development of Thomas Was Alone was done on Bithell's off-hours with Bossa's blessing.

- Bithell estimates that it cost him 5,000 for all of the game's development and legal costs (excluding his own wage), and had raised another 2,000 through an Indiegogo fundraising campaign to get Wallace's voice work


Minecraft

- Before coming up with Minecraft, Markus "Notch" Persson was a game developer with King through March 2009, at the time serving mostly browser games, during which he learnt a number of different programming languages

- He would prototype his own games during his off-hours at home, often based on inspiration he found from other games, and participated frequently on the TIGSource forums for independent developers.

- The game was first released to the public on 17 May 2009 as a developmental release on TIGSource forums. Persson updated the game based on feedback from the forums

- Although Persson maintained a day job with Jalbum.net at first, he later quit in order to work on Minecraft full-time as sales of the alpha version of the game expanded.


Lone Survivor

- I was working at Frontier at the time, on Kinectimals, and I wanted to do something that would get me out of that job.

- I knew now that 2D survival horror could work, so I created a minimal guideline—one gun, one environment, one kind of enemy—and Lone Survivor spiraled from there.

- Silent Hill 2 isn't explicit about the effects of your choices, and I wanted to take that aspect and fuse it into every part of Lone Survivor. Anything added to the game had to reinforce what I was trying to say. And that's how

it grew, all the weird stuff and side quest stuff—I tried to make everything contribute to the ending.

- Based on a prototype game he'd made while living in Japan, Byrne also created his own programming language and tool set. "It's very similar to SCUMM," he explains, "the language Ron Gilbert made to create Maniac Mansion."

- "When people ask me for advice on making games, I tell them to go out there and experience stuff. That's how you find your stories."


Dust: An Elysian Tail

- Aside from voice acting, soundtrack, and parts of the story, Dust was designed and programmed entirely by Dodrill.

- He assumed it would take three months to complete the game; it actually took over three-and-a-half years.

From an interview with Polygon:

- He had exhausted himself, losing 15 pounds over the course of two months — even while sitting at his desk for upwards of 18 hours a day — thanks to game development crunch

- Dodrill is a self-trained illustrator and animator with a lifelong love of video games and appreciation for 2D art.

- Dodrill had a dream, and a well-thought-out one at that, but he didn't know if he could realize his ambition. Aside from some cutscene production for Epic MegaGames' Jazz Jackrabbit 2, he had never done artwork for a video game, let alone made one, but he felt that his art background gave him a unique perspective on games.

- "It's amazing how much we as gamers take for granted," Dodrill mused, pointing out mundane elements such as buttons showing up on the screen and word-wrapped text. "None of that happens by itself; it takes a massive amount of design, art, and code.

- "It was honestly one of the most exciting experiences in my life," said Dodrill about the initial process of learning to code. "Artists tend not to be great at math, so it was like letting a part of my brain wake up and stretch a bit."


Iconoclasts

- "I don't know if it's selfishness, stubbornness, or being afraid of having my ideas shot down, but I haven't had too much of a desire to try [working with others]," Sandberg told GamesIndustry.biz recently. "I did try when I was much younger, but at that point everyone wants their own thing and it was just a bunch of arguments. I haven't tried since."

- "It's an unpopular thing to say, but I think gamers are being too pandered to," Sandberg said. "As somebody who likes to create and express, I want gamers to be more receptive to artistic expression than 'Please me and make me feel good.' I want them to just want to experience what other people might have to say and maybe even learn something from it instead of just being fed through a theoretically eternal game with a few videos here and there for lore.

- A few months after Iconoclasts launched, Sandberg suffered a panic attack. Not knowing what to do, he called the hospital and they told him to come in

- "My mental health is destroyed. For your own mental health, you need to not squander your friends. You need to not have financial risk right at the start of making a big game. You need to make sure it works before you dedicate your life to it."

Grimoire: Heralds of the Winged Exemplar

Hardcore turn-based party RPG made by based australian neanderthal Cleveland Blackmore. He spent 20 years working on it alone aside from some help with game's engine. All of this just to spite those hacks from Sir-Tech who thought it was a good idea to hire raging homosexuals, who make games about penis monsters and use runaway teenagers as sex slaves.

Five Nights at Freddy's

Well, you know the story, but that's not what I'd like to stress here - when life gave Scott Cawthon lemons, not only he used every drop of their juice to make a lemonade, he then took seeds from them and grew a fucking garden of lemon trees, that is going to feed the children of his grandchildren. Alex has lost so many opportunities, that it's unbelieveable.



My friend Pedro.

- Developed by one-man studio DeadToast, who made everything, except the music, made by volunteer artists.


- Began as a Flash game on Newgrounds.

- “Flash games like Madness Interactive definitely had an influence, but also Half-Life mods like The Specialists,” he continues. “The most influential game, though, must have been Rag Doll Kung Fu. Sprinkle in a fair share of Max Payne, The Matrix, and Equilibrium and you've got the core of the seed that later grew in to My Friend Pedro.”

- “The split-aiming was something I always wanted to do,” Ågren tells me. “At first I wasn't sure how to do it, but then I just tried the most obvious thing that came to mind, which ended up being what stuck in the game. I think coming from making games in Flash, I was just really excited about being able to use the right mouse button for the first time.”

- “While still figuring out the fundamentals of the game I remember having the bullets of the player and enemies travel a bit too slow to be pleasing,” Ågren tells me. The intent here was to make dodging easier for the player. “Also, I hadn't figured out how to do reliable collision detection with objects that were moving too fast.”


Lisa: The Painful

- The game was written, designed, and composed by Austin Jorgensen.

From an interview:

- "Even though I didn't want to tie myself down to too many preconceived design elements, I did do my best to stick to the rules I laid out for myself in terms of story. Those principles are not something I made up. They are just basics you could learn in any story writing class really."

- I was pretty limited, but I knew I would be using RPG Maker. I built the concepts around the engine. I tried to make something as fresh as I could come up with at the time with the loss of limbs, areas, and party members. So, yes I was held back, but it's okay because my mind was in a different place back then. Now I want to push further with game design.

Fun fact: Alex tried to play Lisa and sucked so bad at it, that he resorted to editing game's code just to get through.

You can read about Axiom Verge, Undertale, Cave Story and Stardew Valley here.

I think, the similarities are pretty noticeable.

Many if not all of them had some background in game development and/or programming. Alex had some too, but it doesn't seem that he learned a lot.

Unsurprisingly for a lone developer, many of them had problems. Creator of "Dust" had to learn to code from scratch and even had a mental breakdown, when a bad programming decision could cost his game all it's voice acting. Cawthon had a string of failures and people called his games creepy. Blackmore was called a troll and a fraud with a vaporware for years. And just go and look what happened to Sandberg! Yet they accept it in the end and Dodrill even calls it "one of the most exciting experiences of his life". Alex however prefers to bitch and moan how hard it is to develop a game and that he is literally in prison.

Many of them weren't above having a job while working on their games. Alex uses his Patreon to blackmail his fans - "if I get less than 2000 a month, I will be forced to find a job and work on YS as a hobby".

And of course the final moral from the post about "the games that took long to make" - all these games were made because their creators wanted to play them! Some of them, like ZUN or Barone, outright say this! But you know what's even funnier? Alex was told this many years ago. Don't believe me?

Nov 20 04:56:44 <EvaXephon> Isn't that what all games are made for? To give other people a cool, fun experience?
Nov 20 04:57:02 <wippler-wrokn> EvaXephon: hell no. I made SG because I wanted to play something like SG.
Nov 20 04:57:20 <wippler-wrokn> As long as one other person likes it so I can play them at a decent level, I don't care if YOU do or VULPES does or whatever.

Yep, he was told that by none other that his senpai - Mike Z! Did he understand that? Does he want to create Yandere Simulator, because he wants to play it? I think, you know the answer.
 
Last edited:
You all may know, that Alex has the audacity to say, that he is working alone on Yandere Simulator, despite reality telling otherwise.

Like here:
View attachment 2015355

And here:
View attachment 2015357
(if you have more instances, please, let me know)

Let's pretend, that it's true and take a look at other one-man-teams, who unlike Alex managed to succeed.


Touhou Project

- Since 1995, the team's member, Jun'ya "ZUN" Ota, has independently developed programming, graphics, writing, and music for the series, self-publishing 17 mainline titles and five spin-offs as of August 2019. ZUN has also produced related print works and music albums, and collaborated with developer Twilight Frontier on six official spin-off Touhou fighting games

- ZUN attended Tokyo Denki University, where he majored in mathematics, and it was during university that he created his first Touhou game, Highly Responsive to Prayers. The first five Touhou games were developed for the PC-98, the first computer model he owned. While ZUN did make a few games before this, the first one being a copy of Puyo Puyo, these were never published, and are assumed to be lost

- ZUN works alone, and each Touhou game was created from the ground up, including the engine.The only exception to this are the fighting games, the first of which was Immaterial and Missing Power, created in 2003 with dojin group

Twilight Frontier. In the game's afterword, ZUN mentioned that he disliked having to manage other workers, and that he produced things "six times more comfortably" when doing so alone.

From an interview:

- I would like to say that even if a game doesn't sell very well, it can still be a good game. Making a game sell is a different story, though.

- To those who want to make games, you might want to exclusively study that field, but I recommend you go to college and get a regular education. If you can adapt to your surroundings then, you can improve yourself as a person.

From another interview:

- However, he has stated that the actual reason why he originally made the game series and Team Shanghai Alice is because he couldn't find any games he liked himself, so he decided to make games he liked entirely by himself. In the Swedish Magazine Interview, he replies to the last question with, "I'm going to keep making games that stand out, so if all my fans disappear I'm still happy I can keep doing the games I want." Even to this day, he honestly admits that he couldn't create anything other than Touhou and still holds true to this statement.



Bright memory

- Bright Memory was developed by Zeng “FYQD” Xiancheng using Unreal Engine 4 with development work taking place in the developer's spare time.

- In January 2019, Zeng admitted on a post on Sina Weibo that he has used some enemy models without acquiring a license and modified them for use in the game but did not specify which models or which games they were from. In reaction, Zeng has announced that he will use the money from the game's sale to hire an art designer and reach out to the original rights holders

From an interview:

- I am a fan of FPS games and I love playing many different ones, so I decided to develop a Chinese FPS title of my own.

- Development work is very difficult. In 2011, I first found out about UDK's game engine via an online network, and I began to learn how to operate the engine and design games.

- The curriculum was slow so I had studied some additional 2D/3D design software at home on my own.

- The inspiration for the development of Bright Memory came from a discussion of ideas I had with a friend of mine; we started thinking up various interesting ways to play, with the assumption that if a person equipped with future technology were to travel back to ancient times, it would be pretty interesting.

- Bright Memory was a sort of shout-out to many of my favorite games, such as Bulletstorm, Kagemusha, and Call of Duty.

- I didn't have much time to design complete characters, and I needed some original designs to make them, so I've been working on them from scratch with Reallusion software, and now Character Creator 3 and HeadShot to help me create the general models, as well as outfits, etc.

- I believe the most important thing about developing a large-scale 3D game independently is to work hard on developing the full game, and not simply a demo.


Thomas Was Alone

- Thomas Was Alone was developed by Mike Bithell. The initial concept of the game was created during a personal 24-hour game jam while Bithell was working at Blitz Games in October 2010. Bithell based the game on the concept of friendship, and came upon the mechanics of using multiple blocks with different abilities as a means of representing this.

- Bithell started to work on a more complete version of Thomas Was Alone in early 2011, considering this a means to teach himself how to work with the Unity game engine.

- During this time, he became lead game designer at Bossa Studios in London, where development of Thomas Was Alone was done on Bithell's off-hours with Bossa's blessing.

- Bithell estimates that it cost him 5,000 for all of the game's development and legal costs (excluding his own wage), and had raised another 2,000 through an Indiegogo fundraising campaign to get Wallace's voice work


Minecraft

- Before coming up with Minecraft, Markus "Notch" Persson was a game developer with King through March 2009, at the time serving mostly browser games, during which he learnt a number of different programming languages

- He would prototype his own games during his off-hours at home, often based on inspiration he found from other games, and participated frequently on the TIGSource forums for independent developers.

- The game was first released to the public on 17 May 2009 as a developmental release on TIGSource forums. Persson updated the game based on feedback from the forums

- Although Persson maintained a day job with Jalbum.net at first, he later quit in order to work on Minecraft full-time as sales of the alpha version of the game expanded.


Lone Survivor

- I was working at Frontier at the time, on Kinectimals, and I wanted to do something that would get me out of that job.

- I knew now that 2D survival horror could work, so I created a minimal guideline—one gun, one environment, one kind of enemy—and Lone Survivor spiraled from there.

- Silent Hill 2 isn't explicit about the effects of your choices, and I wanted to take that aspect and fuse it into every part of Lone Survivor. Anything added to the game had to reinforce what I was trying to say. And that's how

it grew, all the weird stuff and side quest stuff—I tried to make everything contribute to the ending.

- Based on a prototype game he'd made while living in Japan, Byrne also created his own programming language and tool set. "It's very similar to SCUMM," he explains, "the language Ron Gilbert made to create Maniac Mansion."

- "When people ask me for advice on making games, I tell them to go out there and experience stuff. That's how you find your stories."


Dust: An Elysian Tail

- Aside from voice acting, soundtrack, and parts of the story, Dust was designed and programmed entirely by Dodrill.

- He assumed it would take three months to complete the game; it actually took over three-and-a-half years.

From an interview with Polygon:

- He had exhausted himself, losing 15 pounds over the course of two months — even while sitting at his desk for upwards of 18 hours a day — thanks to game development crunch

- Dodrill is a self-trained illustrator and animator with a lifelong love of video games and appreciation for 2D art.

- Dodrill had a dream, and a well-thought-out one at that, but he didn't know if he could realize his ambition. Aside from some cutscene production for Epic MegaGames' Jazz Jackrabbit 2, he had never done artwork for a video game, let alone made one, but he felt that his art background gave him a unique perspective on games.

- "It's amazing how much we as gamers take for granted," Dodrill mused, pointing out mundane elements such as buttons showing up on the screen and word-wrapped text. "None of that happens by itself; it takes a massive amount of design, art, and code.

- "It was honestly one of the most exciting experiences in my life," said Dodrill about the initial process of learning to code. "Artists tend not to be great at math, so it was like letting a part of my brain wake up and stretch a bit."


Iconoclasts

- "I don't know if it's selfishness, stubbornness, or being afraid of having my ideas shot down, but I haven't had too much of a desire to try [working with others]," Sandberg told GamesIndustry.biz recently. "I did try when I was much younger, but at that point everyone wants their own thing and it was just a bunch of arguments. I haven't tried since."

- "It's an unpopular thing to say, but I think gamers are being too pandered to," Sandberg said. "As somebody who likes to create and express, I want gamers to be more receptive to artistic expression than 'Please me and make me feel good.' I want them to just want to experience what other people might have to say and maybe even learn something from it instead of just being fed through a theoretically eternal game with a few videos here and there for lore.

- A few months after Iconoclasts launched, Sandberg suffered a panic attack. Not knowing what to do, he called the hospital and they told him to come in

- "My mental health is destroyed. For your own mental health, you need to not squander your friends. You need to not have financial risk right at the start of making a big game. You need to make sure it works before you dedicate your life to it."

Grimoire: Heralds of the Winged Exemplar

Hardcore turn-based party RPG made by based neanderthal Cleveland Blackmore from Australia. He spent 20 years working on it alone aside from some help with game's engine. All of this just to spite those hacks from Sir-Tech who thought that hiring raging homosexuals, who make games about penis monsters and use runaway teenagers as sex slaves, was a good idea.

Five Nights at Freddy's

Well, you know the story, but that's not what I'd like to stress here - when life gave Scott Cawthon lemons, not only he used every drop of their juice to make a lemonade, he then took seeds from them and grew a fucking garden of lemon trees, that is going to feed the children of his grandchildren. Alex has lost so many opportunities, that it's unbelieveable.


You can read about Axiom Verge, Undertale, Cave Story and Stardew Valley here.

I think, the similarities are pretty noticeable.

Many if not all of them had some background in game development and/or programming. Alex had some too, but it doesn't seem that he learned a lot.

Unsurprisingly for a lone developer, many of them had problems. Creator of "Dust" had to learn to code from scratch and even had a mental breakdown, when a bad programming decision could cost his game all it's voice acting. Cawthon had a string of failures and people called his games creepy. Blackmore was called a troll and a fraud with a vaporware for years. And just go and look what happened to Sandberg! Yet they accept it in the end and Dodrill even calls it "one of the most exciting experiences of his life". Alex however prefers to bitch and moan how hard it is to develop a game and that he is literally in prison.

Many of them weren't above having a job while working on their games. Alex uses his Patreon to blackmail his fans - "if I get less than 2000 a month, I will be forced to find a job and work on YS as a hobby".

And of course the final moral from the post about "the games that took long to make" - all these games were made because their creators wanted to play them! Some of them, like ZUN or Barone, outright say this! But you know what's even funnier? Alex was told this many years ago. Don't believe me?

Nov 20 04:56:44 <EvaXephon> Isn't that what all games are made for? To give other people a cool, fun experience?
Nov 20 04:57:02 <wippler-wrokn> EvaXephon: hell no. I made SG because I wanted to play something like SG.
Nov 20 04:57:20 <wippler-wrokn> As long as one other person likes it so I can play them at a decent level, I don't care if YOU do or VULPES does or whatever.

Yep, he was told that by none other that his senpai - Mike Z! Did he understand that? Does he want to create Yandere Simulator, because he wants to play it? I think, you know the answer.
I would add Hideo Kojima to this mix as well although he does have a large team with him which is also possibly the best dev teams around. But in the time Yandere is still being developed Kojima finished the Metal Gear saga released to most major platforms. Then left Konami founded his own company and quickly scrambled together a team to release one of the best games i've ever played and then porting it to pc where they are now working on a new project. Meanwhile Yanderesim is an often forgotten game now due too taking to fucking long to complete thanks to the laziness of Alex.
 
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