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Danganronpa Team is a game borne out of a love for-well-Danganronpa! Originally it was conceived purely as a sort of tribute to Danganronpa, having a story set in a Danganronpa-esque universe while emulating Danganronpa's signature style and gameplay. However, upon thinking it over for a while, I decided to make this more like a mashup of Danganronpa and the Ace Attorney series. While at its core the game is still very Danganronpa-esque, the trial segments draw heavily from the courtroom segments of Ace Attorney. In particular, I drew a lot of inspiration for the trial segments from Dai Gyakuten Saiban, one of Ace Attorney's latest releases (which was unfortunately not officially brought overseas).

As for the rest of Danganronpa Team, while the story is an original one of my own creation, all of the characters are pre-existing characters from various games and visual novels. So in a way, you can think of Danganronpa Team as just one giant work of fan-fiction. But it's a lot of fun writing these characters that many of us have grown to know and love and to try to imagine how they would interact with each other.

However, I just want to point out that while Danganronpa Team uses a lot of pre-established character, it will not spoil anything significant from the works they are from. With one (fairly obvious) exception. You should not play Danganronpa Team if you have not seen the entirety of the first Danganronpa and Danganronpa 2. That's it. I would also recommend playing Danganronpa V3 prior to playing Danganronpa Team, but it's not totally necessary. As long as you've played the first two games or seen them in some form, you're good to go.

So that being said, I hope everyone enjoys Danganronpa Team as much as I'm enjoying making it.

A girl wakes up on a ship. She can't remember anything about her past or herself. Not even her name. A boy finds her. A boy with a cloud of white hair wearing a green sweatshirt. They go up to the deck. There are other people there. Fifteen others. They remember more than the girl does. They remember who they are. The ship reaches an island. Everyone thinks they're safe.

But then the fox appears. The harbinger of despair. It tells them that they must kill each other. For every three days without a killing, the fox will execute someone at random. When someone is killed by another player, there will be a trial with a defense team, a prosecution team, and a jury. If the team that convinces the jury gets the killer wrong, the entire team-as well as the innocent person they fingered-is executed, and the killer escapes.

This is Foxy's killing game.

One way or another, people will die.

Despair is the only escape.

And out of the ashes...

...a brilliant hope must be born.

NAME: ???
ORIGIN: Katawa Shoujo(?)
DESCRIPTION: A girl with no memory of who she is. She doesn't even know her own name. She has heavy scarring on the right side of her body from burns. It's because of these burn scars that the rest of the group has affectionately nicknamed her 'Bacon'. You would think she'd be sensitive about her scars. Maybe even shy. But perhaps her memory loss caused a shift in her personality. She seems to be fairly friendly and sociable. But who knows what her deal really is? Maybe she'll succumb to despair before anyone ever gets the chance to find out.

NAME: Nagito Komaeda
ORIGIN: Danganronpa 2
DESCRIPTION: A friendly-looking guy who doesn't seem to think too highly of himself. He has a distinctive cloud of white hair and wears a green sweatshirt over top of a white t-shirt with a strange red symbol on it. This guy's fascination with the concept of hope almost seems to border on the obsessive. His fortress of hope will crumble like sand when the waves of despair engulf it.

NAME: Rintarou Okabe
ORIGIN: Steins;Gate
DESCRIPTION: A guy in a lab coat who seems nice at first glance, but is actually out of his mind. Case in point, he insists that he's some mad scientist named Hououin Kyouma. Beyond that, he tends to ramble about some mysterious organization that he totally made up. And if that wasn't enough, he likes to talk to himself on the phone and act like he's some sort of secret agent or something. But no amount of make-believe will save him from despair when someone comes to collect his head.

ORIGIN: Angel Beats
DESCRIPTION: A mysterious blonde-haired guy who is never seen without his red bandanna, which practically covers his eyes. He doesn't speak like normal people do. Heck, he doesn't speak often. But when he does, he tends to blurt out pop culture references, a short little rhyme, or even just a single word before falling silent once again. Who knows what's running through this guys mind? Or what will run through his mind when despair closes in around him and his life is snuffed out?

NAME: Battler Ushiromiya
ORIGIN: Umineko no Naku Koro Ni
DESCRIPTION: A guy who's a bit of a goofball. He's pretty kind towards others, but he can be hotheaded and stubborn at times. He gets worked up pretty easily. He wears a khaki suit with the Ushiromiya family crest-a one-winged eagle-embroidered on the lapel. He seems to strongly believe that magic doesn't exist for whatever reason. But magic won't be needed in order to kill those around him and make him fall into the depths of despair.

NAME: Angie Thompson
ORIGIN: Trauma Center
DESCRIPTION: A young lady who comes across as a very kind and caring individual. At times you could even call her motherly. But she doesn't always act her age, as she has a tendency to get moody or childish in certain situations. She wears a blue nurse's outfit from Caduceus, the medical research organization she works at. Perhaps with a skilled nurse on hand, no one will have to die. Or perhaps the despair will overwhelm her as she fails to save a single soul.

NAME: Yukari Tokisaka
ORIGIN: Kara no Shoujo
DESCRIPTION: An old-fashioned girl from Japan who acts very friendly and sociable towards pretty well everyone she meets. Having experience with taking care of her older brother, she's more than happy to help anyone who needs assistance. She wears a pure white high-school uniform, which contrasts with her short, black hair. She also has a strange obsession with bugs, going as far as to cook them into some of the food she makes. She had better watch her back, or else she might find herself being the one served up at this banquet of despair.

NAME: Charles Barkley
ORIGIN: Barkley, Shut Up and Jam: Gaiden
DESCRIPTION: A former NBA player and one of the last b-ball stars alive. He seems to have largely recovered from the horrors of the outlawing of b-ball and the witch hunt for b-ball stars, as he's actually a pretty cool guy to hang around. He wears his old Phoenix Suns outfit and carries around a basketball wherever he goes. One of the last basketballs in existence. How much despair will fill him when he's killed before he even gets a chance to use that basketball again?

NAME: Aigis
ORIGIN: Shin Megami Tensei: Persona 3
DESCRIPTION: A girl who just so happens to be a seventh generation anti-shadow suppression weapon. In other words, she's an android. Though she has a rather robotic and monotone way of speaking, she's a lot more amiable than you'd think. In actuality, she's a rather sweet and gentle young lady. However, she's not afraid to use the weapons she's been outfitted with in order to protect those she cares about. Let's just see how well all those fancy weapons are able to fend off the encroaching shadows of despair.

NAME: Tamamo no Mae
ORIGIN: Monster Girl Quest
DESCRIPTION: A perfectly normal little girl with fox ears and nine tails. Except she's a monster girl. And not just any monster girl, she's the queen of kitsunes (fox-like monster girls). So as you may guess, her appearance betrays her age. She's at least a century or two old, although she'd never reveal her age. She might be a little sensitive about it. She tends to be pretty playful and easy-going, but you wouldn't want to make her mad. She's obviously much more powerful than her usual behavior lets on. But even a power of a wolf in sheep's clothing is nothing against the monstrous power of the deep dark abyss that is despair.

NAME: Kyou Fujibayashi
ORIGIN: Clannad
DESCRIPTION: A high school girl with a bit of a mean streak. It's not uncommon for her to threaten someone when they annoy her. Sometimes she even goes so far as to threaten to kill someone. But she's rarely serious about any of the threats she makes. In fact, once you get past her hostile behavior, you'll find she's a rather sociable young lady who cares deeply for her friends. But will her threats still be jokes once despair creeps in and her friends are picked off one by one?

NAME: Princess of the Crystal
ORIGIN: Penguindrum
DESCRIPTION: A young-looking girl who is cruel beyond her years. She insists that she is royalty (in case her abnormal name didn't give it away) and that everyone should respect her and cater to her every whim. Perhaps she really is royalty, given the elegant, elaborate dress she wears. But even if she was, it wouldn't excuse her behavior. She treats everyone around her like garbage, calling people 'peasants' and ordering them around in the most consdescending way she can think of. Imagine the despair she'll suffer when she realizes that treating people like garbage is the number one way to make enemies of everyone around you.

NAME: Makina Irisu
ORIGIN: The Fruit of Grisaia
DESCRIPTION: A young girl who seems to be a bit shy around people she doesn't know very well. She wears the uniform of Mihama Academy, an academy for-well-people with issues. But it's not like she's a totally antisocial shut-in or anything. In fact, when she gets to know someone she tends to get really talkative around them. She has a lisp that's hard to ignore, but she doesn't let that stop her. With seemingly boundless energy, she's the kind of person whose happiness is contagious, even in the middle of something as terrible as a killing game. But just as her happiness is contagious, so too will be the soul-crushing despair that will inevitably overcome her.

NAME: Miles Edgeworth
ORIGIN: Ace Attorney
DESCRIPTION: An ace prosecutor from Los Angeles who tends to come off as a snob. His signature maroon suit along with his elegant cravat have made him instantly recognizable as one of the top prosecutors in America. Matching his pro status, he's usually a calm, level-headed individual. And it goes without saying that he's rather intelligent to boot. But he can also come off as cold and ruthless, which-paired with his social awkardness-can make it a bit difficult for him to make friends. That said, he treasures the few friends he does have greatly. Which will make it all the more despair-inducing when those few friends he does have all meet with a bloody end.

NAME: Yu Swagukami
ORIGIN: Swag Megami Tensei: Swagsona 4
DESCRIPTION: To be honest, no one really knows who this guy is. There's no way that's his real name, but no one cares enough to prod him for his real name. He wears a Yasogami High School uniform, so he's presumably a high school student. But anything beyond that is a mystery. He constantly refers to himself as a swag god, seemingly obsessed with the concept of 'swag'. But really, he just comes off as someone trying to convince other people he's cool. Also, he's probably the most unintelligent one in the group. Coincidence? Honestly, this guy sounds like someone who's too stupid to even realize when he's knee deep in despair, so let's just move on.

NAME: Snake
ORIGIN: 9 Hours 9 Persons 9 Doors
DESCRIPTION: A blind young man who for some reason doesn't seem to be a stranger to the whole 'getting trapped somewhere and being forced to play a twisted game' thing. His elegant appearance would make anyone think he's a prince. But while he is level-headed, intelligent, and rational-all the qualities of a good prince-he is no royalty. Perhaps he's just a natural-born leader. And like any good leader he'll writhe in despair when his followers turn on him and take each other's lives.

NAME: Foxy the Pirate
ORIGIN: Five Nights At Freddy's
DESCRIPTION: A cruel animatronic fox from Freddy Fazbear's Pizza. It would seem that killing people in said restaurant wasn't enough to sate his violent tendencies, so now he's decided to host a killing game on an island off in the middle of nowhere. That all said, he's not a bad guy when he's not in a violent mood. He's actually rather jolly, and he tends to speak with a pirate accent. It's a shame he isn't that pleasant at his core. No prediction is needed here, because I'm already filled with despair as black as the night sky.

Like any Danganronpa or Ace Attorney game, Danganronpa team is split into chapters (or episodes), and each chapter has an out-of-courtroom segment and a courtroom segment. We'll start with the out-of-courtroom segment.

The out-of-courtroom segments are presented in a visual novel format that shouldn't be unfamiliar if you're a fan of Danganronpa, Ace Attorney, or some similar game. For the most part, it is a linear experience. There are almost no choices in both investigation and non-investigation segments. So you can just sit back and enjoy the ride. The only exception is that outside of investigation sequences you will occasionally be presented with a choice between two groups of people you want to spend time with. Depending on who you spend time with, their DR multiplier may decrease in a showdown in future trials (what a DR multiplier is and what it does will be explained in a bit).

One thing that is different from Danganronpa and Ace Attorney is that the defense and the prosecution are both teams of three people. So not only will you have two allies at your disposal, but you will also have to deal with three prosecutors at the same time. I won't go over the specifics of how teams are chosen at the moment, but while they are fixed, you will be facing a different team of prosecutors and have a different pair of allies in each trial.

Similarly to Ace Attorney, you'll have plenty of testimonies to crack in each trial. However, witnesses/suspects will only be called on to speak every once in a while. For the most part, instead of witness testimony you'll be cross-examining the prosecution's argument, stopping them for clarification and presenting evidence to shatter their arguments. So it's still similar to how it works in Ace Attorney games.

What isn't similar is how evidence works. Like in Danganronpa, you are only given a small number of evidence (or truth bullets) that you can use in each cross-examination. So cross-examination in Danganronpa Team is a blend of both Ace Attorney and Danganronpa mechanics.

Of course, there will also be times when you're called on to answer a question. And just like in both Danganronpa and the Ace Attorney games, you will be given a list of choices to choose your answer from.

Next, we have showdowns. Sometimes a prosecutor or a witness simply won't be able to contain themselves and will shout something out, triggering a showdown. In a showdown you will have to answer a series of questions from the person you're facing off against. This might not sound all that different from answering questions as you would at any other point in the trial, but there's one little twist in showdowns you won't find anywhere else.

All of the sudden, someone else is controlling the flow of the argument. You're no longer figuring things out at your own pace. Your own rhythm. Subsequently, the Deductive Rhythm (DR) changes. When the deductive rhythm changes, the HUD changes a different color and a DR multiplier appears on the screen (as shown at the top left of the screenshot above).

Your normally only lose a small bit of credibility (or health, in general terms) when you make mistakes. But when the DR is affected by a multiplier during a showdown, the amount of damage you take from making a mistake will increase by whatever factor the multiplier is set at. So if the multiplier is 'DR x 2.0' you'll take double damage during that showdown.

So don't panic. Don't get caught up in your opponent's rhythm. You'll lose your footing much faster than you would in your own rhythm.

Note: As mentioned earlier, if you choose to spend time in out-of-courtroom segments with someone who you're in a showdown with at some point later in the game, the DR multiplier will be lowered during their showdown, as they see you as more of a friend than an enemy. And this reduction does stack (in case you spend time with the same person multiple times over the course of the game).

So you might be wondering what the other characters are doing while the defense and the prosecution cross swords. Well, with the exception of the suspect the prosecution is fingering, everyone else is on a jury. And that jury can choose to stop the trial any time they please. If they feel there's nothing wrong with the prosecution's argument and our protagonist and her team are struggling to come up with any sort of counter-argument, they can choose to end the trial.

Whenever this happens, you must Appeal to the Jury. When appealing to the jury, one wrong answer means instant loss of the case (usually you only lose a small portion of credibility from presenting the wrong evidence or giving the wrong answer). There is no margin for error. It is your final chance to convince the jury to let the trial continue.

So now that you have a pretty good idea of what Danganronpa Team is all about, here's a list of some of the features that I didn't explain in some of the other sections.

  • Story: An original story spanning six chapters, plus a prologue and an epilogue. So it'll have as many chapters as Danganronpa 1/2.

  • Length: Just to give a rough estimate, I estimate that the game will be around 20-30 hours in length depending on how fast you read, whether or not you press statements during trials, and so forth. As I get a better idea of how long Danganronpa Team will be, I will update this bullet point.

  • Difficulty Settings: There will be six difficulty settings in the game. But before getting into that I want to mention for clarity's sake that saving is disabled during choices. This is partially due to a bug that corrupts saves, but can also prevent save-scumming. So check out the difficulties I've laid out below.

  • Ultimate Hope Difficulty: Text is green right before choices (so save-scumming is totally possible), but you probably won't even need it since you take no damage in this difficulty setting. This difficulty is for if you want to take it easy and simply enjoy the story.

  • Beacon of Hope Difficulty: Once again, text is green right before choices. You take normal damage during trials. This difficulty is for if you want a bit of a challenge, but nothing too serious.

  • Harbinger of Despair Difficulty: Text is not green right before choices, making it harder to save-scum. Also you take double damage during trials. This difficulty is for if you want a decent challenge as you play.

  • Ultimate Despair Difficulty: Text is not green right before choices, but that doesn't matter much because saving is disabled for the entirety of each trial. You also take double damage during trials, and spending time with people outside of trials does not reduce DR multipliers. This difficulty is for people who want a serious challenge.

  • Foxy's Island of Fun Difficulty: Once again, text is not green right before choices, and saving is disabled for the entirety of trials. One mistake during a trial is an instant game over. This difficulty is for people who want to wipe the grin off of Foxy's face once and for all.

  • Hope is Dead Difficulty: There is no saving. Anywhere. At all. And one mistake anywhere in a trial means instant death. This difficulty is for people with no lives who literally want to feel despair engulf them when they screw up on the final choice of chapter six and have to go through the entire game again.

  • My Blood, Sweat, and Tears: Just pretend all those stains on your digital copy of the game are a feature.

  • Enhanced Detective Skills: After playing this game I guarantee you'll be able to solve any fictional character's death at a glance or your money back! (Disclaimer: This game is free so I don't owe you squat)

  • Feelings of Utter Emptiness Upon Completion of the Game: Not because the game is so good you didn't want it to end, but because you'll be left wondering why you ever wasted your time on this.

So that's Danganronpa Team! I hope I've managed to excite at least one or two people through everything I've shared on this game page (it took a heck of a lot of time to put together). The game's still a long way off from completion.

But I'll keep everyone updated with blogs as I make progress, although progress may be slow with working full-time and everything (so don't expect frequent updates by any means). Even with that said, hopefully everything goes smoothly and this game gets made sooner rather than later! I'm excited to give life to all the ideas I have for this game and to see how people like them. In the meantime, I'm uploading a few extra screenshots from the beginning of the game over in the media section if you want to take a look.

Phew. And that's everything! If you made it this far, thanks for sticking with me, and I hope you liked what you see!

See you all in t' killin' game, me hearties!

Latest Blog

Development Update: Chapter Three Daily Life Finished (And Other Odds and Ends)

Hello, hello, hello, everyone! Not even a month from the last, and I've already got a brand spanking new update to present to you all! I don't know if I'm just getting more productive or what. Probably not, since I've spent an ungodly amount of time this past month replaying the Kingdom Hearts series (and getting the platinum trophies for each game, hence the 'ungodly amount' part of how much time I've devoted to them) to prepare myself for Kingdom Hearts 3. But I digress. Okay, but before we get into the update proper, I just have to say: Screw you, Squeenix, for making me 100% Birth by Sleep with all three characters for that platinum trophy. There, got that off my chest.

Concerning Chapter Three's Progress

Now then, there are actually a number of different things I want to talk about in this update. First and foremost, as the title of this update says, the daily life of Chapter Three is pretty much done (I literally just got to the body discovery last night). It turned out pretty well, I think. There are some pretty good scenes in there, along with a few of my favorite Free Time Events I've written thus far. I have to say, Chapter Three's daily life was a lot of fun to write in general. Because you see, while Chapter One and Two were more about setting up the characters and getting you acclimated to DR Team's world and whatnot, Chapter Three is where I've had my first opportunity to start really hinting at some of the story's overarching mysteries. And that's been a lot of fun. I love knowing exactly what's going on and hinting at it almost in a teasing sort of way.

That being said, I must admit I am quite surprised... I thought as Danganronpa Team went on, the chapters would naturally start to get shorter and shorter. After all, there are less characters, so I assumed I wouldn't be able to come up with quite as much dialogue and the pace would become a little snappier as a result. Well... the opposite of that's apparently happened. Chapter Two was longer than Chapter One, and Chapter Three is looking like it's going to be even longer than Chapter Two. The daily life is certainly longer, to say the least, and I don't see the investigation or the trial being particularly shorter than the last. It actually kind of makes me wonder if Danganronpa Team will approach V3's length after all (V3 felt noticeably longer than 1 and 2, as I'm sure any of you who've played it will agree). I suppose time will tell.

I do want to emphasize though that I'm not padding scenes out to make the game artificially longer or anything. On the contrary, I find myself cutting things I have planned out of scenes because I feel like they'd be too long otherwise. That's become more of an issue towards the end of the second trial and in Chapter Three's daily life than before. It's especially an issue in regard to the trials, because I don't want trials to drag. I've been trying to keep the trials so far at or under three hours in length or so. I'm willing to allow the later trials to get a little longer, but there's really no reason for trials in the first half of the game to be overly lengthy.

By the way, just so you know where I'm coming from, when I time how long different parts of the game are, I go through all of the options that lead to unique dialogue. So for the daily life portions, that means going through every Free Time Event possible. And for the trials that means pressing every statement and going through all the incorrect answers to direct questions you have to respond to. (I don't know if I've mentioned before, but every response in a question/answer segment in the trials has unique dialogue that follows, similar to Ace Attorney. It's a pain to write but I'm glad I do it. Better than just recycling the "Oh, no everyone's going to think I'm incompetent!" sort of line that Danganronpa tends to use when you answer a question wrong.) So you could very well go through trials and such much faster than my personal estimate. I wouldn't recommend it though, since pressing statements is where a lot of the best dialogue in trials comes out.

As for Chapter Three's investigation, I'm already prepared to jump right into that. Along with completing the daily life for Chapter Three, I've drawn up the murder scene and all the graphics I need for the evidence and so forth. So everything is ready to go. I imagine the investigation will only take a week and a half or so to make, since investigations aren't at all comparable in length to the daily life/trial segments. So by the next update I should be knee deep in trial territory! Kind of a strange feeling almost being back to writing a trial so soon. It feels like only yesterday I was writing Chapter Two's trial! But that's for the best! Shouldn't be too hard to switch gears and get into trial writing mode.

Sunset and Nighttime Sprite Tinting

So there are a multitude of scenes in Danganronpa Team that take place either at sunset or at night. You don't see night scenes so often early on into the game, but they become a bit more common later on. On the other hand, sunset scenes are relatively common throughout the entire game. I was just whipping up one such scene the other week and thought to myself, "You know, it looks kind of funny how everything is tinted orange/blue except for the character you're talking to." I thought back to the visual novel Makina is from, Grisaia no Kajitsu, which I recal tinted character sprites depending on the time of day in a given scene. So I decided to do the same thing!

Here's an example of how character sprites look at sunset:

And here's one of how they look at night:

Originally, I tinted the sprites much more heavily than I do now. Like, for reference, this was my first attempt at tinting sprites for sunset scenes:

And here's an initial test I did for the night scenes:

So, yeah. The former makes it look like Tamamo got turned into a straight-up deity. And the latter makes it look like she's halfway to becoming a member of a Blue Man Group. So obviously, those didn't cut it. But I'm sure you can tell, I toned down the sunset tinting far more than I did the night tinting, since the intensity of the tint in sunset scenes was far more blatantly offensive.

I think they look pretty good now, and I hope this is a change everyone finds agreeable. It's extremely easy to implement, so it's really no bother doing this for the odd scene. I will have to go back and implement this into Chapter One and Two's sunset/night scenes, but I think I'll just do that on the final editing pass.

Concerning Free Time Events

Another thing I want to talk about actually concerns Free Time Events. I was just thinking about the way I've been handling Free Time Events thus far, and I think my approach to them has been working out really well. That said, I don't think I've spelled out what makes them so unique as opposed to the other Danganronpas. At least, not as well as I could. So I'd like to take this opportunity to elaborate a bit more on them.

Just to refresh everyone's memories, in other Danganronpa's, Free Time Events basically amount to quick, snappy one-on-one conversations with other characters that give you more insight into their personality and/or backstory. And that's more or less it.

In Danganronpa Team, Free Time Events are first and foremost not one-on-one scenes. You often spend time with other characters in groups. Along with that, these are unique scenes that happen at fixed points in each chapter. In other Dangaronpas you could theoretically see a Free Time Event scene in any chapter. In Danganronpa Team, there is chapter-specific context for each Free Time Event scene, so they're one time only deals. For instance, let's say a cook-off is going to be held, and some characters invite you to practice your cooking skills before the cook-off. Obviously, such a scene wouldn't make sense at another other point in time, let alone in another chapter. So naturally, you only have that specific opportunity to see it.

What I'm trying to say is that rather than drawing from a pool of FTE event scenes like in other Danganronpas where whichever one you see is dependent on your bond level with a particular character, FTEs in Danganronpa Team are specifically crafted for specific points in each chapter.

Now, here's the cool thing about Danganronpa Team's Free Time Events that I didn't notice until recently. Many of the Free Time Events happen regardless of whether or not you attend them. And they often have lasting impacts on the story. What I mean by that is, say you have a choice between helping a character go shopping or attending another character's tea party. You might choose to go shopping, but that tea party is going to happen even if you're not there. And oftentimes, character/plot development and/or things that have an impact on the murder/trial will happen during Free Time Events. Not always. But it does happen.

And I think that's pretty cool. In Danganronpa Team, Free Time Events actually have an impact on the immediate plot. So you might go through a trial and that shopping trip you skipped might come up. Something relevant to the murder might have happened during it. And by going back and viewing that scene, you get more of an inside look into the inner workings of how the plot developed. Or perhaps you went shopping and a certain character changed after they attended the tea party. So you go back and check out the tea party to see how and why that character changed.

So that all being said, I highly recommend checking out every Free Time Event whenever the opportunity presents itself so you can get as full of a picture of what transpires in each chapter as you can.

Concerning an Opening

I can't remember if I've mentioned this in the past or not, but I've been considering making an OP for the game for some time now. For a while, I was against the idea. I didn't want to just copy Danganronpa 1/2/V3's openings. Heck, I didn't even want to re-use any of their music. But I've found myself a song I think I can use for an OP, and I've come up with some interesting ideas for what visuals would accompany the music. So as of right now, I'm thinking I will take a crack at making an OP. Not right this minute, but as I get closer to the end of the game, I'll definitely give it a shot.

So there's something to look forward to. Maybe. We'll see how it goes, and even if I do make it I might keep it under wraps until we get closer to release.

Anyways, that's all for this update. Unless I somehow gain the ability to stop time and complete the chapter before then, I'll see you in July!


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"nothing can beat the power of gay"?
Th-this looks so weird that I want to play it XD
You can be sure that I will play this game
I am despaired... *cough* subbed!!
I'm all for this. Don't disappoint me now.
i hate this a lot, thank you so much for making it
I have no idea why, but I want to play it. Make it happen.
I like how a couple of characters in this are from eroges xD
Yellow Magic
I'll never regain the bones I lost from my loneliness and sorrow
This is it. This is the next big thing
I'm really waiting for it, so exciting
hoooly crap, this is fucking hype. my main gripe with the genre is not enough points to present evidence / choices / debate at, the trials are usually to short. in fan works, this generally gets taken to a extreme where the trials are very short, heres hoping not.

but damn, and theres even shows of style in it, niiice. for what its worth i find the reality backrounds kinda blah. consider using heavily blurred backrounds like the umineko visual novel did (well, the origonal translated witch hunt on, not the super HD steam one) it helps it have a 'style' and less 'clearly random reality photos stolen from google images'

also the text. its maybe to tall, and with to much empty space. if you made the text have less space both from one character to the next, and from each line to the next, it would look nicer. you can trade off all the extra empty space by making the text box itself smaller. if you dont want to reveal anymore space above, consider giving the entire text box a border like 3ds ace attorney games, or make it hover slightly off the bottom of the screen like dangan does.

charles barkles really doesn't feel right using a reality photo in it, it may be a well known huge meme, but consider asking for someone to make a image of him.
author: dawnbomb
Suggestions and Stuff

I'm making a conscious effort to make sure the trials aren't super short. I'm shooting to make them all at least long enough so there'll be 9-10 "cross-examinations", which is pretty average for Ace Attorney I think. Along with all the other things that trials will entail, I think trials will range between maybe an hour and a half to two hours apiece. That's just a rough estimate, though. I have no idea of how long they'll actually be until I start making them. I can't imagine any of them would be much shorter than an hour and a half, though. Of course, how long they are will depend on how quick on the take you are with contradictions and such as well as if you press statements during testimonies/arguments or if you go straight for the contradiction as soon as you see one.

Honestly though, making sure cases are long enough has certainly been one of the more challenging aspects of writing this. I'm currently working on case three and while I've had a general idea in my head for a while of what I want to do with it, it just wouldn't make for a decently sized case alone. So either I have to throw some more twists and turns in there to give it some meat or I have to rework the case from the ground up.

That said, I'm really trying not to pad cases out with unimportant things. Like I don't want you to get through some cross-examinations and go "Wow, those last few testimonies were totally meaningless. What a waste of time!" I want everything to try to bring you a step closer to the truth. And I want everything to work well with the case and not feel like it was added just for the sake of padding.

But enough about that. I'll probably blur the backgrounds once I finish writing and start making the game in earnest.

I'll fool around with the text once I start making the game, too. Not sure about the text box. Might make it float above the bottom when all's said and done. Maybe not. I'm pretty happy with it the way it is now (it's similar to Danganronpa 2's text box). But I might experiment with it a bit while I'm fooling around with the text.

Charles's image is one thing I'm not going to change. There's a good reason for that, although I'm not at liberty to say what that reason is. It may be plot related. Plus the stark contrast between his image and the drawn images of the other characters lends itself pretty well to the absurdity of the game in general.

Thanks for all the suggestions!

P.S: I'm not gonna make a blog about this or anything at the moment, but for anyone reading the comments, I'm going on a pretty long car trip next week to visit some family. On the ride, I'm going to knock out the details of every other case. All in one fell swoop. So expect a blog post towards the end of next week saying I've finished writing everything.
Can I suggest you to add (or replace one of the participants) "Near" (from Death Note), "Lelouch Lamperouge" (from Code Geass) or "Akise Aru" (from Mirai Nikki) ? It would be really exciting to see one of them in the game... or maybe all, they are really intelligent giving to the game a great hype in some cases... One of them would be good... In fact, they can beat "Battler" and "Miles" easly

Grettings :>
author: Arkenion
Character Suggestions

Sorry, but characters are set in stone. No additions or changes are going to be made at this point. However, if I finish this and ever feel like making a sequel (and I do have ideas for a follow-up to this), perhaps I'd ask for some suggestions for characters early on before anything's set in stone. Gather up the suggested nominees and throw them in a poll or something for people to vote on.

Thanks for the suggestions, though!
I wanna try this game. But say, I would be able to save at any time I want, right?
It's not like I suck at Ace attorney and danganronpa when it comes to trails...
Save me!!!
I wanna try this game. But say, I would be able to save at any time I want, right?
It's not like I suck at Ace attorney and danganronpa when it comes to trails...
Save me!!!

You can't save during choices (due to a save corruption bug), but there are warnings when choices are coming up. But that's only if you're on the easier difficulties. On harder difficulties the warnings disappear. On the next-to-hardest difficulty saving is completely disabled during trials. And on the hardest difficulty saving is disabled period.

I'm undecided on whether or not I'll allow you to change difficulty settings after starting the game and choosing your difficulty. I might just make it so that if you choose a higher difficulty you're locked into it.
First of all I must give my thanks to author of this game,I really need a cross over fan game between many of my favourite games/VN to finally register myself at this awesome community!XD

About the game itself I must admit that I really like the premise of it (a mash up between Ace Attorney and Danganronpa) and I'm really glad of the characters that you have chose for this killing game (not only because I know almost all of them but because I think that they really fit for this kind of story)! I look forward for the interactions between them.

And now,after give many useless compliments,it's finally time to start with the DQ (aka Dumb Questions):
  • Six level of difficulty?Don't you think that they are too many?
  • Do you plan to create CG for your story (EX:the body discover scene,the execution of the culprit ecc.)?
  • The most important question:the blood will be red or pink?XD
And now,after give many useless compliments,it's finally time to start with the DQ (aka Dumb Questions):
  • Six level of difficulty?Don't you think that they are too many?
  • Do you plan to create CG for your story (EX:the body discover scene,the execution of the culprit ecc.)?
  • The most important question:the blood will be red or pink?XD

Originally there were only two levels of difficulty, the Beacon of Hope and Harbinger of Despair difficulties. I added the Ultimate Hope difficulty for people who don't want to worry about difficulty and just want to enjoy the story. Then on the flipside I added the Ultimate Despair difficulty for people who wanted a serious challenge. I thought of it once I realized I could incorporate the DR multiplier into the difficulty and disable saving for the duration of a trial. It's basically the hard mode of the game.

After coming up with those four difficulties I thought: "Well I already have a handful of difficulty settings, so why not make a few crazy difficulties? Just for fun, in case anyone's crazy enough to actually do them." So Foxy's House of Fun is what I would consider the last 'serious' difficulty. It's for hardcore players. On the other hand, Hope is Dead is a joke difficulty. I don't seriously expect anyone to play through it, but I'd laugh if someone did.

So I don't think there are too many difficulties. They all have their purpose. Some sillier purposes than others, but a purpose nonetheless.

I do indeed plan to make CGs for the story! I'm not actually entire sure of what I'm going to do with the executions yet, but certainly I'll be drawing the bodies into the backgrounds for investigations and making a few other CGs besides for certain parts of the story. I actually probably should have addressed this up in the description for the game page. I'll mention it in the next blog post.

And the blood is definitely going to be pink. It just wouldn't be Danganronpa without pink blood. (Hence the pink all over the game page.)
On the other hand, Hope is Dead is a joke difficulty. I don't seriously expect anyone to play through it, but I'd laugh if someone did.

You can count on me that I'll play it
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