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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.






PARTICIPANT 1
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.



PARTICIPANT 2
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.



PARTICIPANT 3
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.



PARTICIPANT 4
NAME: TK
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?



PARTICIPANT 5
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.



PARTICIPANT 6
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.



PARTICIPANT 7
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.



PARTICIPANT 8
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?



PARTICIPANT 9
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.



PARTICIPANT 10
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.



PARTICIPANT 11
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?



PARTICIPANT 12
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.



PARTICIPANT 13
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.



PARTICIPANT 14
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.



PARTICIPANT 15
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.



PARTICIPANT 16
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.



HOST OF THE KILLING GAME
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

The Hardest Part (?) Lies Just Ahead

Hello, once again everyone! Happy Valentine's day and a hopeful February to you all. I have a half-decent bit of news to share in this update, and I'm extremely exhausted at the moment after working on Danganronpa Team for the past five hours straight or thereabouts (it felt much longer, granted I should have been tucked in bed and asleep four or five hours ago), so let's get right into it.

Firstly, regarding general progress, I am pleased to announce that the very long and arduous editing pass (which was heavily delayed due to the ungodly amount of prep work I did for school mode and so forth) is finally finished. That's right. Everything written thus far is finally in half-presentable shape.



Me ^

I'm not sure if I've mentioned previously, but I do have some new beta testers on hand. Partially because one of my beta testers (and a good friend of mine) had to drop out due to simply being too busy. But also in part because I wanted to push out a new beta release to commemorate this occasion, especially considering that some major changes had been made to the prologue and chapter one in particular, and I needed some new people who were ready and willing to play through it.

Thus far, they've been pointing out more mistakes than I expected. As I always say, you can never have too much editing. Case in point, while some of these errors were things I simply missed, some were errors that I made while I was editing. So, yeah. Always something to be fixed.

That being said, the Prologue and Chapter One are now two steps away from being done. For good. The first of the remaining steps is of course to fix anything my beta testers going through now pick up on. The final step is for after the entire game is done when I do one final editing pass. There are a few things I need to implement on that editing pass, along with trying to pick up on any lingering errors. I will have one final new beta tester with me for that pass to assist me (who is already on board and everything).



Also me ^

That said we now approach quite possibly the most difficult part of this game's development, depending on how things go from here. It has been... What, nearly a year since I last wrote anything new for the game? Though I've re-read everything and feel like I have a good grasp of all the characters and their mannerisms and so forth once again, I still can't help but doubt that I've still 'got it'. Getting back into the groove of writing is going to be difficult indeed. Then again, I believe it felt the same way every time I started writing a new scene for this game. Every single time I felt like "oh, this is the scene where it's all going to come apart and I simply won't be able to write anymore". But once I got a few lines into each scene, that fear dissipated and I felt confident once more.

Let's hope nothing has changed between then and now.

But as I've mentioned before, there's a larger issue at hand. I've forgotten how chapter two's murder plays out. In particular, there is one major twist that baffles me. I fail to remember how it's supposed to go. How it's supposed to make sense. So I've got to re-figure that out now. Which is... quite anxiety-inducing, honestly. I'll attempt to think it through while I'm at work, seeing as I've naught better to think about for eight consecutive hours each work day. Hopefully that'll be more than enough time to figure it out again. And hey, maybe I'll think of a way to improve the twist in the process! It's happened before!

But that will have to wait at least until tomorrow. Considering that I will be going into work tonight on a meager amount of sleep, I won't exactly be in prime shape to think things through. Better to do it once I've gotten a good night's rest, eh?



Yes, I'm running out of ideas for pictures to use for this blog post, but this one is actually relevant.

Some other miscellaneous things to note. Along with adding new poses and expressions throughout the entire game thus far for Angie, Bacon, Kyou, Makina, and Yukari, I've taken the liberty of making expressions for Okabe. It was bugging me that of the few characters remaining who do not have multiple sprites, Okabe was one of them. But it's not as though multiple sprites existed for him. There was only the one. So I made him a variety of new sprites simply by fiddling with that one sprite. Of course, with the limitations of that, some of his new expressions are more subtle than not, but I feel that suits him well. Suffice to say, what I've got on hand now is a huge improvement over what I had before.

With that, the only characters remaining who do not have multiple sprites are Charles, TK, and Foxy. And I'm fine with that. Charles is... well, he's a real person, so there's no way for me to have multiple sprites for him with any real consistency. TK doesn't even have a face to show, so we're not missing out on much by only having a single sprite for him. And Foxy is different enough from the rest of the characters that I don't feel like it detracts terribly from his character to only have one sprite.

So in short, I'm pretty happy with the sprite situation as it is now. And thank God for that. Going back through everything and putting in expressions and such for characters who only had one sprite before was a giant pain.

---

I don't even have any more pictures to show and I'm far too tired to scrounge up any more, so let's just pretend that those three dashes are a meaningful way to break up these paragraphs.

One final thing before I sign off for this update. I don't have anything to show at the moment, but as you're all well aware, I am the sole person working on this game. Aside from the beta testing, I've been doing everything myself. That's changed very slightly. I've enlisted a friend (who is a pretty good artist with her own style) to help out with two pieces of art for the game.

The first is Danganronpa Team's box art. That's right, we're getting cover art. I can finally be rid of that garish logo at the top of the game's page. Not that I dislike that little header image all that much, but I think a much better image to represent the game is in order. And what better way to represent a game than through cover art? The second piece of art I'm having my artist friend draw is the game's final title screen. I believe I have mentioned at some point before that the game's title screen image changes throughout the game. What I'm talking about is the final final title screen. The one you get after completing not just the base game, but school mode as well. The final send off, if you will.

I haven't asked for either of these pieces to be finished by a certain date for the time being, as the game itself doesn't have anything remotely resembling a deadline and is still far from finished. But I would certainly like to get the cover art sooner rather than later for display purposes and whatnot. So we'll see whether or not I feel like pestering her about it in the upcoming months.

A few words of warning though regarding the cover art. The design is already laid out. I know what I want and it's all pretty clean cut. Not a lot of room for it to deviate from my mental image of it. Do not expect this to be like other Danganronpa games' cover art. The other Danganronpas had relatively straightforward pieces of cover art. They showed off all the characters. They were stylish, often colorful, and overall pretty cool.

I thought about different variants of that as I was conceptualizing Danganronpa Team's cover art. Different ways I could shove the whole cast into one image without making anyone seem insignificant. I considered all the different perspectives and settings that could be used, but none of it really felt right to me. And then I finally struck upon what did feel right and it totally defied my expectations. It doesn't feature the whole cast. It's not straightforward (in the sense that you'll be able to look at it and immediately understand all of the different pieces of it). It's not particularly vibrant or colorful. And it's not really complex. In fact, it's quite simple. I know I'm being quite the tease with this, but it really isn't at all what I was expecting it to end up like.

So that being said, perhaps it would be best to not expect much? Expect to be disappointed, depending on how much you liked the other Danganronpa games' covers. But in spite of how contradictory it is (not putting the whole cast on the cover of a game emphasizing the team, for instance) I do feel that it's the best fit for Danganronpa Team. And though you won't be able to wholly make sense of it at first, I guarantee that you will be able to by the end of the game.

---

And now I've talked for far, far too long. I must get some sleep. Wish me well as I dive back into chapter two. I honestly don't know how things will go from here on out, so I can't make any promises. Not that I've been good at keeping my promises thus far in the first place, so perhaps that's for the best. But do wish me luck. I've got some thinking and some writing to do.

See you all in a month or so.

Posts

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Frogge
"nothing can beat the power of gay"?
5480
WHAT THE ACTUAL FUCK I REALLY WANNA PLAY THIS
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.
Nedras
Deep down we're all cute anime girls.
1426
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
2967
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!!!
author=TerraQu
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
author=The_not_chosen_one
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.)
author=Marche100
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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