Cultcow EvaXephon / Yanderedev / Alex Mahan / Alexander Stuart Mahan - Developer of Osana from 2014 till September 2020, Crowdfunding Soon

  • Sorry about the recent downtime. The database server is being autistic. The beatings will continue.

What will happen to Yansim?

  • Alex works less and less on his game as he rides out his tugboat

    Votes: 1,295 43.4%
  • Alex drops the game and becomes a fulltime streamer

    Votes: 421 14.1%
  • Alex opens up a Kickstarter that will fail because of gremlins (no refunds)

    Votes: 569 19.1%
  • Alex adds more useless features asking for more money

    Votes: 1,094 36.6%
  • Alex goes full skitzo drawing crayon comics about his battles with gremlins

    Votes: 333 11.2%
  • Alex takes all the criticism to heart and improve his life

    Votes: 68 2.3%
  • Alex will troon out becoming Alexia

    Votes: 819 27.4%
  • Alex does a flip

    Votes: 669 22.4%

  • Total voters
    2,986

Sir Joahim Browinson III

Talented man in UNIFORRRM!!!
kiwifarms.net
So weird Question but who is Nicolas Alexander? Why did he want to play dota so bad? Where is he now? Does he regret being mentioned by yandev?

Surely someone knows something.
Well you don't need to be a detective to suggest that he was probably from Alex's old circle of online friends, and he was probably just shared at some point how he couldn't get a copy of Warcraft III or something.
The iconic video was probably an attempt at inside humor of sorts, but for the outside viewers who don't know full context is just looks kinda goofy.
Maybe if YandereDev wasn't such a sperg about it he could elaborate on the context.
 

Wojak Moment

Professional Dumbass
kiwifarms.net
Hi. Last post in this thread as I've lost interest in this incel and his 'demo' and I'm aware that even his detractors have earned threads themselves:
Honestly, I kind of think this, DrApeis, TheGamerSleuth, and the Yan Sim Clone games should all merge into a me gathered instead of making yet another thread that spin-offs of Alex himself.

I also would like to make a thread on Mulberryart herself, as I still think due to her simping and tracing she's a good lolcalf...at least.
Hey fag, no one cares, leave
 

Wojak Moment

Professional Dumbass
kiwifarms.net
Well you don't need to be a detective to suggest that he was probably from Alex's old circle of online friends, and he was probably just shared at some point how he couldn't get a copy of Warcraft III or something.
The iconic video was probably an attempt at inside humor of sorts, but for the outside viewers who don't know full context is just looks kinda goofy.
Maybe if YandereDev wasn't such a sperg about it he could elaborate on the context.
Honestly, I doubt Nicholas even wants to associate with Alex anymore, y'know, since he's Alex
 

Muskrat

Time Is Energy
kiwifarms.net
Honestly, I doubt Nicholas even wants to associate with Alex anymore, y'know, since he's Alex
Alex did say in an E-mail/Message a few weeks ago (Don't remember if it was on here or r/Osana) that he "lost a lot of close friends" from the drama of the past few months. No idea if this Nicholas person was friends with him until then or even now, but finding him be interesting.
 

Wojak Moment

Professional Dumbass
kiwifarms.net
Alex did say in an E-mail/Message a few weeks ago (Don't remember if it was on here or r/Osana) that he "lost a lot of close friends" from the drama of the past few months. No idea if this Nicholas person was friends with him until then or even now, but finding him be interesting.
By "lost alot of close friends" he probably meant fans who've ass kissed him the most, Alex doesn't make actual friends, he makes fans
 

odumegwu

kiwifarms.net
I want to touch on this failure a bit further. In of itself, the idea of having a method or two that requires some prior knowledge is not bad. The problem with Alex's design is, as far as I've seen (I cannot be arsed to photograph enough underwear to deal with doing all the shit), he's not just locked everything behind a tight schedule, but he's locked everything behind the SAME schedule. You need to go into the week and immediately commit to an approach, otherwise all the less lethal paths seem to pass you by. Then, you have to fall back onto convoluted lethal paths, which are time and trigger sensitive, and if your playing like a semi-normal human being, IE seeking stuff out when you don't think you can kill your target, you'll miss them.

He's locked everything down so tightly, and he's removed the 'fallback'. In Persona, its possible, if potentially difficult, to grind any mistakes you've made away to just eke your way through. You have a brute force fallback. In Yansim, the obvious brute force fallback is "stab her to death" and has its consequences. But she has a body guard glued to her hip, so its functionally impossible to remove that bodyguard, unless... You go through a convoluted, time sensitive, non intuitive process that also overlaps. If you want to get rid of Raibaru to just stab her to death, that in of itself is a separate commitment.

If its friday morning and your ventures haven't succeeded so far, you made a mistake or missed a trigger, you don't really seem to have a fallback option. You've just lost. At absolute best, that is excessively restrictive game design, at worst (and far more likely) its just garbage built by someone who doesn't understand that every option does not need to be almost mutually exclusive.

The dingleberry on the cake is that this problem would compound week to week as you need to have developed your skills in advance for future methods, and then have precognition of which skills you need to execute a scheme half way through it, weeks in advance.
I agree. There was little to no thought put into the game design; one of the main reasons why it is hard to balance things and why game sucks balls and is boring after 5 minutes. This design literally didn't change for 6 years, and it was shitty back then. Whole "killing people with pressing one button once" thing should have been redone ages ago. You would think game about murdering peoples should have murdering part the most solid part of the game, but it's actually the weakest. I think it is cool and somehow realistic to hit people once to kill them, and fits yandere edgy theme. But it shouldn't be that easy, unless target is ambushed. For example, when knife is equipped and player proceed to attack a student, there could be slow-motion, and three-four buttons to choose from: cut downward, aim for heart, aim for neck, slash at stomach, etc. These buttons could circle around to fuck with player and add tension to otherwise effortless killing. He already has something like this when fighting deliquents, by the way. Anyway, it could be like rock-paper-scissors game, if you choose properly and NPC doesn't, then you get easy kill; otherwise NPC makes a dodge and you need to adapt to new situation. Time limit. Making it more cinematic. While in slow-mo, you manage to beat NPC at the rock-scissors-paper game, you hit the jackpot, and you see how brutally murdered student is in all the glory., fast forward. Goddamn, you could repeat it just like after goal being scored in football, just for goreporn. Camera being somewhat randomized, not showing the same murder the same way all the time. Like in Witcher - it sucks you don't have any influence on finishing moves in Witcher, but damn these look good and rewarding. If you are trying to make AAA game, then just go for it, eh?

In Yandere Sim, you hit one button. The only thing something changes, is when some other weapon is equipped. It's still just one button.

On another note - if the game main theme is edgy murder - maybe just allow players to do edgy murders? There's little to no reason to NOT allow players to have fun murdering people. Alex is autistically fighting against players and making Osana artificially difficult to kill. If he wants to cater to min-maxing fuckers out there, THEN make several separate endings, give them a Golden Pot for eliminating people in hard ways. And, and. When several students are killed, it's plain easy to just add bodyguards patrolling the school, to make killing harder. No need for creepy satellite Raibarus. You can add FBI agents or fucking ninjas to hide around the school to fuck with players which likes to kill people too much. Allow players to kill them as well. Then you can spike the difficulty with fucking soldiers just to make things funnier and edgier. If it's too hard, then player might rethink things and then go back and do something differently.

But nooooo, in the game yAnDERe SImuLaTOr your mAIn GOaL is to make pANtYShoTS and then buy and follow tO-Do LIst. wHAt A fUnnY GAme!1
You should see her Steam profile. I know it's the right one due to Alex being on her friend list.
View attachment 1601473
Classy.
Won't lie, Adolfin now gained some respect points in my eyes
 

Kuritan Deplorable

kiwifarms.net
In Yandere Sim, you hit one button. The only thing something changes, is when some other weapon is equipped. It's still just one button.
I feel this would misplace the difficulty. While some sort of quicktime, decision based system sounds like it'd be a way to add complexity to a kill, it really doesn't work out that way in practice. What it does is add a wheel of failure to the specific "stab them" part, while not really adding any specific difficulty to the process of getting them alone to do the deed, which is generally the real challenge of any murder game. Using Hitman as the example, if you can get up behind someone, alone, then they're already dead and that's the way it should be. The challenge is figuring out when and how the target is alone, or concocting a situation when you get them alone. Distract a guard for the 4 seconds it takes to throw a homing briefcase at the target.

Alex has really just failed at the sandbox part of his murder sandbox. He was on the cusp of the right path with the idea of the school space becoming harder to work in the more people you kill, but he's failed miserably at the non-murder approaches, and he's hard blocking active murder before the player has done anything 'wrong' in the gameplay. Murder is easy, murder Should be easy. Getting away with it is the challenge.
 

odumegwu

kiwifarms.net
I feel this would misplace the difficulty. While some sort of quicktime, decision based system sounds like it'd be a way to add complexity to a kill, it really doesn't work out that way in practice. What it does is add a wheel of failure to the specific "stab them" part, while not really adding any specific difficulty to the process of getting them alone to do the deed, which is generally the real challenge of any murder game. Using Hitman as the example, if you can get up behind someone, alone, then they're already dead and that's the way it should be. The challenge is figuring out when and how the target is alone, or concocting a situation when you get them alone. Distract a guard for the 4 seconds it takes to throw a homing briefcase at the target.

Alex has really just failed at the sandbox part of his murder sandbox. He was on the cusp of the right path with the idea of the school space becoming harder to work in the more people you kill, but he's failed miserably at the non-murder approaches, and he's hard blocking active murder before the player has done anything 'wrong' in the gameplay. Murder is easy, murder Should be easy. Getting away with it is the challenge.
Maybe I went with too much mental shortcuts. I do think kills should be easy, and I don't think quicktime events should add artificial difficulty. Just make it look nicer and more rewarding, give player MORE FREEDOM to stab people in different spots. Stabbing people in YS is a fucking joke, where targets just become ragdolls at the snap of the fingers. Showing player a ragdoll is a sure way to remind player he's playing a shitty game.

I know Alex has a boner for Hitman. Personally, I don't think making a Hitman anime clone is the best way to go. If someone wants to play Hitman, should just play Hitman. For fucks sake, WHY Hitman? Isn't Yandere supposed to be crazy bloody murderer? In Hitman, you get points for eliminating your targets silently, undetected, professionally. Girl covered in blood from head to toes, laughing maniacally do not fit this image if you ask me. I don't see connection. Why copy design of a game which is doing something completely different? Player should be rewarded for painting school red with blood, not for eliminating lone targets silently, undetected.
 

Muskrat

Time Is Energy
kiwifarms.net
If Alex wanted to make the game more difficult, killing students should take longer, both in the fighting stage and expiration. For instance, you could stab Osana in the back, which would cause her to run anywhere from 8-10 seconds before collapsing from blood loss, screaming and leaving behind a trail of blood while she does this. Not only would this create more evidence for the player to clean up, but the game could move her closer to other NPCs and the screaming would alert them, even if they aren't within a line of sight. Killing students behind corners would become close to impossible without sufficient leveling up and weapons. Currently, Alex has no use for the Biology stat in class except for tranquilizing students, but it should also be used for this, to make students scream less and die faster. Students of sufficient physical level and in the case of delinquents, have weapons, should be able to fight back. If the player has maxed out the Biology stat, they should be able to kill a student instantly by stabbing them in the heart, snapping their neck, or choking them into unconsciousness (Done properly, a person can be made unconscious in anywhere from 6-10 seconds).
Killing students needs to be made difficult both actively, with them screaming, running, and leaving behind evidence, and passively, with less random abandoned areas outside the school, possibly a dedicated "peacekeeper" teacher/security guard that wanders around during class time to catch the player if they aren't in class, and as the game progresses, more security guards, long-distance cameras, student body training (Every student ranks up a physical level which would tie into them being able to scream and run away for a few seconds), putting fences on the sides of the school so you can only go to the back of the school through it, etc.
 

exhausted

Not mad on the internet, just sad on the internet.
kiwifarms.net
If Alex wanted to make the game more difficult, killing students should take longer, both in the fighting stage and expiration. For instance, you could stab Osana in the back, which would cause her to run anywhere from 8-10 seconds before collapsing from blood lose, screaming and leaving behind a trail of blood while she does this. Not only would this create more evidence for the player to clean up, but the game could move her closer to other NPCs and the screaming would alert them, even if they aren't within a line of sight. Killing students behind corners would become close to impossible without sufficient leveling up and weapons. Currently, Alex has no use for the Biology stat in class except for tranquilizing students, but it should also be used for this, to make students scream less and die faster. Students of sufficient physical level and in the case of delinquents, have weapons, should be able to fight back.
Killing students needs to be made difficult both actively, with them screaming, running, and leaving behind evidence, and passively, with less random abandoned areas outside the school, possibly a dedicated "peacekeeper" teacher/security guard that wanders around during class time to catch the player if they aren't in class, and as the game progresses, more security guards, long-distance cameras, student body training (Every student ranks up a physical level which would tie into them being able to scream and run away for a few seconds), putting fences on the sides of the school so you can only go to the back of the school through it, etc.
That screaming/running before dying mechanic just sounds creepy as shit/torture porn. I'd worry about anyone who implemented that or wanted that implemented.
 
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Muskrat

Time Is Energy
kiwifarms.net
That screaming/running before dying mechanic just sounds creepy as shit. I'd worry about anyone who implemented that/wanted that implemented.
Its realistic, and Yandere Simulator is supposed to be a horror game of sorts. The games lore already has Ayano trained from a young age by her mother to be able to kill people more efficiently and effectively. On top of that the game also provides information that the student council and school administration already know someone dangerous is inside. You have a cutscene with Osana hanging herself, a kidnapping and torture mechanic, and Ayano being a robotic and cold person.
Alex never intended for his audience to be little kids, this was a game originally proposed on 4chan. As Alex put it, an "Edgy and anti-SJW game". Realistic deaths would compliment the premise of this game well. A psychopathic killer who would do anything to achieve her goals. A Yandere. Him choosing this poppy and colorful artstyle as well as all these alternative elimination methods is him losing sight of what the game is supposed to be about.
You should worry about Alex either way.
 
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BadTakeCrucifier

They should have never gave you niggas Twitter
kiwifarms.net
If Alex wanted to make the game more difficult, killing students should take longer, both in the fighting stage and expiration. For instance, you could stab Osana in the back, which would cause her to run anywhere from 8-10 seconds before collapsing from blood loss, screaming and leaving behind a trail of blood while she does this. Not only would this create more evidence for the player to clean up, but the game could move her closer to other NPCs and the screaming would alert them, even if they aren't within a line of sight. Killing students behind corners would become close to impossible without sufficient leveling up and weapons. Currently, Alex has no use for the Biology stat in class except for tranquilizing students, but it should also be used for this, to make students scream less and die faster. Students of sufficient physical level and in the case of delinquents, have weapons, should be able to fight back. If the player has maxed out the Biology stat, they should be able to kill a student instantly by stabbing them in the heart, snapping their neck, or choking them into unconsciousness (Done properly, a person can be made unconscious in anywhere from 6-10 seconds).
Killing students needs to be made difficult both actively, with them screaming, running, and leaving behind evidence, and passively, with less random abandoned areas outside the school, possibly a dedicated "peacekeeper" teacher/security guard that wanders around during class time to catch the player if they aren't in class, and as the game progresses, more security guards, long-distance cameras, student body training (Every student ranks up a physical level which would tie into them being able to scream and run away for a few seconds), putting fences on the sides of the school so you can only go to the back of the school through it, etc.
Alex should just hire people in this thread for his Quality Assurance Testing team. At this point, Kiwifarms understands the game better than Alex does.
 

Catgirls are Love

Make Catgirls Purr Again
kiwifarms.net
Alex should just hire people in this thread for his Quality Assurance Testing team. At this point, Kiwifarms understands the game better than Alex does.
It would be more accurate to say that the thread understands the game's limitations and flaws better than Alex does.

Only Alex himself understands the game and its broken architecture and it can fucking stay that way.