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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I'm not sure if he'll like it. Game can be frustrating at points, the sexual stuff isn't appealing in the least, and the protagonist is a gigantic faggot who gets pussywhipped by his wife, a seven-foot monster woman, and a psycho rapelady who may or may not be a tranny.
 
I'm not sure if he'll like it. Game can be frustrating at points, the sexual stuff isn't appealing in the least, and the protagonist is a gigantic faggot who gets pussywhipped by his wife, a seven-foot monster woman, and a psycho rapelady who may or may not be a tranny.
He’ll like it. It sounds just like the game he’s making
 
From a game design standpoint it is definitely balancable. The game is supposed to be very heavy on time management, so dedicating time in a club for any reason should carry a benefit - otherwise there is no merit to them.

Lets say it takes a whole week in MA club to max out the bonus, giving up 1-2 hours of your day. This means that you could still use a different club for every rival (and in fact encourages it because rivals take a week) which is great for this kind of game. Suddenly you would have a reason to join pretty much every club throughout the game and would have to plan out how to best manage your time, which order to max stats, etc. Even the clubs with equipment benefits could have some permanent effects, like access to different areas or whatever so they arent one time throwaway deals.

I have a huge hardon for strategy planning like this, so its too bad I won't see it in the game.

Heres some long rant about YS game design that deeply bugs (Pun not intended.) me for some time now.
I love time management shenanigans, but I hate when game forces you to take a certain route or you will be fucked. Like when you cant date a certain character because you need to bring them that one special flower you once bump into in the whole game, God forbid you from eating it or selling because you didnt know! I know that games like these cant spoonfeed you and are quite based on trial and error when you want to 100% them, but it shouldnt make you stop from progressing in the whole game because you maybe missed that flower and probably didnt even know it existed. I hate having to take that one route and be perfect in it without any smallest mistakes because the developer couldnt think of multiple paths to achieving your goal.
I hate that for every rival you get only one week to find a way to eliminate her.
For example, the matchmaking method, from what Ive understood from Alex' video, is a one big dull mess. If I remember correctly, I came to a conclusion that to succeed you have to make the dude already have the proper looks that your rival likes at the very start of the week or else you wont get enough bonus points for her to confess to him instead of Senpai. How are you supposed to know what is her preference if, again, I may remember it wrong, you first have to befriend her anyway to the point she feels okay with telling you such personal information?! How can you do this all in one week???
For many of Osanas events you also have to previously know a specific pattern of action to succeed. God forbid you follow Osana and learn her patterns and habits, Ayano knows everything already and has her microphone ready to record her conversation with Musume. Obviously, you, as a player, had to repeat that damned day (or maybe few days since you didnt know you have to sabotage her whole week and you let that one day slide cuz hey, this game cant be that picky, right?) and possibly look it up on the wikipedia and OH GOD, maybe you had to repeat the whole week to get enough panty shots to pay Info-chan for that microphone????
Maybe its just me, but I find it to be an actual bad game design. I just cant believe Alex makes whole videos about game design in actually decent games and at times actually makes good points about them... and then makes THESE kinds of stupid things in his own game. Organic gameplay, huh?


EDIT: also, this whole 'join once, leave once' club thing is :autism:. Especially since most rivals are leaders of said clubs. This is dumb.
 
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Heres some long rant about YS game design that deeply bugs (Pun not intended.) me for some time now.
I love time management shenanigans, but I hate when game forces you to take a certain route or you will be fucked. Like when you cant date a certain character because you need to bring them that one special flower you once bump into in the whole game, God forbid you from eating it or selling because you didnt know! I know that games like these cant spoonfeed you and are quite based on trial and error when you want to 100% them, but it shouldnt make you stop from progressing in the whole game because you maybe missed that flower and probably didnt even know it existed. I hate having to take that one route and be perfect in it without any smallest mistakes because the developer couldnt think of multiple paths to achieving your goal.
I hate that for every rival you get only one week to find a way to eliminate her.
For example, the matchmaking method, from what Ive understood from Alex' video, is a one big dull mess. If I remember correctly, I came to a conclusion that to succeed you have to make the dude already have the proper looks that your rival likes at the very start of the week or else you wont get enough bonus points for her to confess to him instead of Senpai. How are you supposed to know what is her preference if, again, I may remember it wrong, you first have to befriend her anyway to the point she feels okay with telling you such personal information?! How can you do this all in one week???
For many of Osanas events you also have to previously know a specific pattern of action to succeed. God forbid you follow Osana and learn her patterns and habits, Ayano knows everything already and has her microphone ready to record her conversation with Musume. Obviously, you, as a player, had to repeat that damned day (or maybe few days since you didnt know you have to sabotage her whole week and you let that one day slide cuz hey, this game cant be that picky, right?) and possibly look it up on the wikipedia and OH GOD, maybe you had to repeat the whole week to get enough panty shots to pay Info-chan for that microphone????
Maybe its just me, but I find it to be an actual bad game design. I just cant believe Alex makes whole videos about game design in actually decent games and at times actually makes good points about them... and then makes THESE kinds of stupid things in his own game. Organic gameplay, huh?


EDIT: also, this whole 'join once, leave once' club thing is :autism:. Especially since most rivals are leaders of said clubs. This is dumb.
Alex's original matchmaking plan is a lot better than his current one. It's still not perfect, but it fits in more with the gameplay. The fact that the matchmaking elimination involves something similar to a dating sim is horribly out-of-place imo. Plus, you need to know everything in order to have it work.
With his other one, I estimated that it could be done by the end of the week if you have Info-chan's help (As in using her 'schemes' to get you to know what to do). If he had polished it up a bit, it would work very well. I'm actually quite annoyed that he abandoned it in favour of the dating sim idea.

Honestly, all of his problems with Osana as well could be cleared up if he involved other NPCs. For example, if you talk to someone and they said "I heard Musume wanted to meet with Osana at lunch. I bet they're gossiping about boys again.", it gives you three things; the place where you need to go, the conversation topic and character (as it says that they talk about boys a lot). Then you could get a text from Info-chan where she hints at what you need. If he did a similar thing to every rival and their events, most problems would be solved.
 
Kinda late to the party, but I didn't have time to finish it until now. I tried to make all of them a bit more similar to the animals they were suposed to be based on and work with the uniform variety in order to give them more personality (instead of, you know, ugly stockings). In case you're wondering, yes, the result is pretty much similar to Persona 3's main cast and how their designs showed uniform variations without it being too extreme or out of place. If you want to copy Persona, do it right.

student council redesign.png


Below the spoiler tag there's a bit of extra info about each Student Council Member; Megami included. Since Eva hyped them so much, I decided to work with them as standalone characters rather then over-powered npcs on a questionable simulator.
Also, I'll just call the girls by their animal inspiration names because it's easier.

Phoenix: She is the "heart" of the team. She is a gentle and passionate type of leader, and believes that everyone deserves a second chance. Even if someone commited a serious mistake on school grounds, she always tries to work around a gentlier punishment. No secret edgy backstory, no messed up personality hidden behind a motherly facade. She is a naturally kind leader and that's it.

Turtle: The oldest one in the group and the closest to Megami (posibly childhood friend). Turtle is considered the "brains" of the team and always chooses the most reasonable punishment/decision. Whetever someone deserves or not to be forgiven by her depends on her rational and long thoughts. Her original design wasn't that bad, but I just thought it looked pretty generic; like you already saw that same character a million times before.

Megami: Since Eva clearly didn't plan everything before start spoiling everything, she is the only one who doesn't have a symbolism. After reading a bit about the other spirit animals, I decided to give her the Snake. Their are often associated with healing and purification, which can be tied to her goal to "clean the school" from any toxic students. She tends to be quite paranoid and obssessive about her leading role, specially because she got the weight of Saiko corp on her shoulders, so Phoenix and Turtle are extremely important to keep her decisions clear.

Dragon: Although western culture considers dragons to be dangerous and agressive animals, eastern dragons are actually the oposite. They are associated with inteligence and power, but not the dangerous type. So no, she is not the muscles or the group. Dragon is the "all bark no bite" type of girl for looking threatning and not having the best manners or patience, but she is actually extremely responsable and commited to her role despite being judged by her appearence. Phoenix was actually the one who introduced her on the Student Council after seeing that Dragon could be more then a delinquent-esque outcast.

Tiger: Remember how dragons are NOT the agressive and threatning ones? Well, the one with those traits is actually the tiger. They are seen as extremely strong and dangerous creatures, so if you want to be worried about any of the members, then you should be worried about her. Being the only child of a rich company (we're safe to assume this school got plently of rich or important students), she was since a young age used to be in a position of power. But unlike Megami, Tiger doesn't have a noble cause behind her role on the Student Council. She simply likes to control, to have power and to be above the others. And no, there's no mysterious backstory about it. That's just her naturally nasty persolity .

EDIT: Oh yeah, forgot to mention it, but I drew something from scratch instead of editing it because, quite honestly, Mullberry's art is kind of beyond the point of salvation.
 
EDIT: Oh yeah, forgot to mention it, but I drew something from scratch instead of editing it because, quite honestly, Mullberry's art is kind of beyond the point of salvation.
So true. Her hentai-esque art style is so unappealing to look at sometimes, but I guess that's what Eva likes so much about it. I like that yours actually has different heights and body-types, compared to the sad lifeless character models.
Side note: the legs on the girl in the front make me super uncomfortable? I can't quite put my finger on it.
 
So true. Her hentai-esque art style is so unappealing to look at sometimes, but I guess that's what Eva likes so much about it. I like that yours actually has different heights and body-types, compared to the sad lifeless character models.
Side note: the legs on the girl in the front make me super uncomfortable? I can't quite put my finger on it.

If you're talking about Megami's original drawing, probably the kneecaps and the thin af legs are making you uneasy.
 
the red haired girl in the student council never opens her eyes

how can she check for trouble if her eyes never open

fuckin' stupid
It's just another Anime trope that doesn't work on a game, in Anime most of the expressions come from the eyes so characters who have eyes closed or use glasses normally have they're true intentions or nature unknown.
But Alex probably just closed the eyes because he was running out of ideas for new faces.
 
The more I think about it, the more I wonder if the stat system wouldn't work better if you couldn't have every one maxed by the end of the ten weeks. At current going to school on time means that you can spend 5 study points and you only need 50 I think to max a stat. So within a couple weeks at most you can have yourself maxed enough to kill pretty much anyone without the martial arts club, and once you've got it there....the only thing stopping you from killing everyone is probably a bad ending which I doubt would be much of a deterrent considering how hilariously edgy everything 'bad' this game puts forth as a consequence is.

Someone who knows game design better have thoughts on this?
 
39140789-4314-4074-9109-4ECD416360F2.jpeg
“I haven’t been focusing on Osana.” no shit
814E192F-1C17-490F-9D34-3B75E857A180.jpeg

No wonder they don’t make sense.

The more I think about it, the more I wonder if the stat system wouldn't work better if you couldn't have every one maxed by the end of the ten weeks. At current going to school on time means that you can spend 5 study points and you only need 50 I think to max a stat. So within a couple weeks at most you can have yourself maxed enough to kill pretty much anyone without the martial arts club, and once you've got it there....the only thing stopping you from killing everyone is probably a bad ending which I doubt would be much of a deterrent considering how hilariously edgy everything 'bad' this game puts forth as a consequence is.

Someone who knows game design better have thoughts on this?

Killing over 50% of the school’s population will trigger a game over because it shuts down, so that’s one reason I guess.
 
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