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
    2,418
Also, given the creators of Gunpoint, Stardew Valley and FNAF became actual millionaires after releasing their games, one can realize Alex could have become one too if he had cashed out when the meme was still fresh. A layer more to the tragicomedy that it's his life.

Yeah, he definitely would hit the Zeitgeist back then. In the early 2010s there were a lot of "simulator" games.
If he just kinda had finished the game.
Idk anything about making games, but maybe he could have just released a skimmed version of his "vision".
Something like the first week with one rival.
I know that it's hard to shoehorn stuff in something that's already done and I understand his attempt to build the whole thing in one go.
But I think it's just too much at once.
 
Considering he can't even put his dislike for the first rival or chapter archetype aside long enough to even finish the game; nor can he keep from leaking every single thought that comes into his head, he is a case example of self-induced burnout by showing off too much.
It’s also surprising how much lore he’s revealed. Lore that would have been more effective if it was introduced in a finished product.
 
Considering he can't even put his dislike for the first rival or chapter archetype aside long enough to even finish the game; nor can he keep from leaking every single thought that comes into his head, he is a case example of self-induced burnout by showing off too much.
I highly doubt that most of what he is planning will end up in the end product, it's just too much. For example: Alex promised that he will code even a procedural system generator so you can create your own random high schools, towns, senpains, plots, back stories, side characters, etc...
And well, maybe assuming that there will ever be a finished product is just too much considering all he does is betting an online currency and streaming on Twitch or getting into e-drama at discord and reddit, fueling his addiction to gambling and his narcissistic addiction to attention.
It wouldn't surprise me if his gambling addiction makes him add a pachinko mechanic to YanSim and that his last meaningful contribution towards his own proyect.
 
I highly doubt that most of what he is planning will end up in the end product, it's just too much. For example: Alex promised that he will code even a procedural system generator so you can create your own random high schools, towns, senpains, plots, back stories, side characters, etc...
And well, maybe assuming that there will ever be a finished product is just too much considering all he does is betting an online currency and streaming on Twitch or getting into e-drama at discord and reddit, fueling his addiction to gambling and his narcissistic addiction to attention.
It wouldn't surprise me if his gambling addiction makes him add a pachinko mechanic to YanSim and that his last meaningful contribution towards his own proyect.
If he actually adds a casino, it would be really hilarious to see all of his fans when they realize it’s totally useless and maybe Mr. Dev isn’t a geinus.
 
  • Agree
Reactions: Azafran90
Yandere Dev admitted that it’s possible to eliminate Osana or Raibaru in 7 minutes on the first day if you know what you’re doing.

I decided to see how quickly I could eliminate Raibaru or Osana. I learned that it's possible to eliminate either one of them on Monday in under 7 minutes, if you know exactly what to do. (Ideally, you will play the demo numerous times and test every possible elimination method against Osana, so even after you've used the 7-minute method, I'm hoping that you will keep trying out many other methods.) Because it's possible to eliminate Osana or Raibaru so quickly, I feel like Osana isn't "difficult" to eliminate.

My goal isn't to make it "difficult", but rather, to disallow the player from simply running up to her and killing her immediately without any sort of consequence. The player should have to use a method; when I say "method", I'm saying that the player should have to pick a time/place, gather some necessary materials, and use them at the right time. The idea isn't to make it super hard, but to prevent it from being super easy.

I've spent dozens of hours testing Osana elimination methods this month, and it honestly doesn't feel "hard" - however, it does feel like the experience that I intend for it to be. This makes me lean towards two conclusions:

(1) Osana's difficulty in the demo will be not as hard as people think it's going to be. It will require 7 minutes of effort minimum, but my focus is on preventing you from being able to just run up and stab her without dealing with Raibaru first.

(2) Osana's difficulty in the demo will actually be very similar to how difficult she's going to be in the final game.
This is good game design, right?
 
Yandere Dev admitted that it’s possible to eliminate Osana or Raibaru in 7 minutes on the first day if you know what you’re doing.
I decided to see how quickly I could eliminate Raibaru or Osana. I learned that it's possible to eliminate either one of them on Monday in under 7 minutes, if you know exactly what to do. (Ideally, you will play the demo numerous times and test every possible elimination method against Osana, so even after you've used the 7-minute method, I'm hoping that you will keep trying out many other methods.) Because it's possible to eliminate Osana or Raibaru so quickly, I feel like Osana isn't "difficult" to eliminate.

My goal isn't to make it "difficult", but rather, to disallow the player from simply running up to her and killing her immediately without any sort of consequence. The player should have to use a method; when I say "method", I'm saying that the player should have to pick a time/place, gather some necessary materials, and use them at the right time. The idea isn't to make it super hard, but to prevent it from being super easy.

I've spent dozens of hours testing Osana elimination methods this month, and it honestly doesn't feel "hard" - however, it does feel like the experience that I intend for it to be. This makes me lean towards two conclusions:

(1) Osana's difficulty in the demo will be not as hard as people think it's going to be. It will require 7 minutes of effort minimum, but my focus is on preventing you from being able to just run up and stab her without dealing with Raibaru first.

(2) Osana's difficulty in the demo will actually be very similar to how difficult she's going to be in the final game.
But, I thought he was trying to NOT make it that easy? Although, seeing as any new player would be confused as hell about how anything works, I guess he did his job in that regard.
 
  • Like
Reactions: theGayestFrog
But, I thought he was trying to NOT make it that easy? Although, seeing as any new player would be confused as hell about how anything works, I guess he did his job in that regard.
No no no no no it requires real effort we swear
 
Yandere Dev admitted that it’s possible to eliminate Osana or Raibaru in 7 minutes on the first day if you know what you’re doing.


This is good game design, right?
I don’t think there is inherently any issue with you being able to kill her in 7 minutes unless, it’s always the same situation. Like is she on a set path and 7 minutes into the game she’s alone and you can easily kill her? Or is it you are just able to collect items that will help you in your situation, If it’s always the same set situation, yeah that’s boring as fuck and a terrible decision
 
The thing is, yanderedev is not the one to judge - he is a developer and he knows every little detail of his game. He should have testers to see how other people would play. And it's not like he has youtubers who do that for free...
If he wants difficulty, let's remember, uh, soulsborne games. And compare how usual player and speedrunners play. In DS2 there's a boss you can kill without attacks - if you know where to stay and how to move he'll fall off and die in first 10 seconds of fight. And, when it comes to other bosses, speedrunners kill them really quickly - because they've spent so much time in game they know attack patterns and where to find the best loot quickly. Thats their reward for mastering the game. Meanwhile, new player can spend hours trying to get to the first boss and beat it.
Same thing with hitman - you can kill targets without any problems if you know how to kill them. But to get that knowledge player should have multiple runs and try different ways of elimination.
So, to me, that 7-minute talk is complete nonsense.
 
Yandere Dev admitted that it’s possible to eliminate Osana or Raibaru in 7 minutes on the first day if you know what you’re doing.


This is good game design, right?
My guess is he thinks this works in the same way you "could" beat Ganon in 15 mins in Zelda Breath of the Wild, but I doubt he understands WHY that's something you can do.

In Hitman, you CAN beat a scenario in 8 mins, but they also have dozens of ways to complete the scenario with subtle level changes.
 
My guess is he thinks this works in the same way you "could" beat Ganon in 15 mins in Zelda Breath of the Wild, but I doubt he understands WHY that's something you can do.

In Hitman, you CAN beat a scenario in 8 mins, but they also have dozens of ways to complete the scenario with subtle level changes.
The solution's either gonna be piss easy, or so confusing only he can figure it out.
 
The solution's either gonna be piss easy, or so confusing only he can figure it out.

More like piss easy, Alex made a video awhile ago showing how it's possible to kill Osana on the very first day of the game by poisoning her. The supposed downside is that it would fuck senpai's sanity up the ass and give you a bad ending, but if you don't really care then you can easily eliminate her. This is probably harder because of Raibaru existing, but probably not by much ¯\_(ツ)_/¯

https://www.youtube.com/watch?v=6JHLb4s76Us
 
  • Like
Reactions: [V A P O R W A V E]
We can spend all day sperging on about Osana or framerates or whatever the fuck else, but the fact is that even if the game released tomorrow with no bugs and a acceptable framerate Alex still missed his chance. He caught lightning in a bottle back in 2015 during the height of the 'simulator game' craze and has been riding the attention and fame downwards ever since. It's been over five years now and we still don't even have an exact idea of what the gameplay loop is, and all the while Alex keeps screwing around with the scope of the game, all the preteen weebs his fanbase was built on has grown up for the most part and moved on to other things. You can even tell just from looking at places like twitter that the public opinion towards Alex has shifted to him being basically a laughing stock.

If he released even a barely competent complete version of the game with half of the 'features' the current build has back in 2016/2017, he would have made a fortune simply from the buzz surrounding the game at the time. The bugs would have been seen as humorously endearing, the story and characters merchandisable, and Alex praised as a successful indie developer. By the time Alex runs out of excuses and the actual game is released in 2022 or whenever the fuck I could project this trainwreck to grind into the station, its going to tank in sales.

He had a chance to make it big, but his pride and ego went to his head and lost it.
 
We can spend all day sperging on about Osana or framerates or whatever the fuck else, but the fact is that even if the game released tomorrow with no bugs and a acceptable framerate Alex still missed his chance. He caught lightning in a bottle back in 2015 during the height of the 'simulator game' craze and has been riding the attention and fame downwards ever since. It's been over five years now and we still don't even have an exact idea of what the gameplay loop is, and all the while Alex keeps screwing around with the scope of the game, all the preteen weebs his fanbase was built on has grown up for the most part and moved on to other things. You can even tell just from looking at places like twitter that the public opinion towards Alex has shifted to him being basically a laughing stock.

If he released even a barely competent complete version of the game with half of the 'features' the current build has back in 2016/2017, he would have made a fortune simply from the buzz surrounding the game at the time. The bugs would have been seen as humorously endearing, the story and characters merchandisable, and Alex praised as a successful indie developer. By the time Alex runs out of excuses and the actual game is released in 2022 or whenever the fuck I could project this trainwreck to grind into the station, its going to tank in sales.

He had a chance to make it big, but his pride and ego went to his head and lost it.

So, basically Goat Simulator.
 
Back