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Visual Novel / Your Turn to Die

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Sara Chidouin is an Ordinary High-School Student who's attended the same school as her best friend since childhood, Joe Tazuna, and both remained merely ordinary teenagers until Sara grew to be stalked by an unknown person every day on the way home from school. The pressure of being constantly stalked soon took its toll on Sara, and she would become regularly tired and even sleep late through classes. After waking up late from class one night, Sara Chidouin makes her way home and along the way ends up meeting with Joe and asking him to escort her back home. At least her friend Joe came back to check on her... at least, until, Sara returns home to find her mother completely unconscious on the floor and her house broken into. While Sara goes upstairs to check if her dad's alright and Joe phones for the police, both she and Joe end up being abducted. The next thing they know, they find themselves strapped to a table with only five minutes to find an escape - or be crushed to death by the tables folding on top of them.

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After barely escaping from the death trap, Sara and Joe soon find themselves in a facility with no idea how they got there or if anyone else was there with them. Which, soon enough, proved to be the case: trapped alongside nine other people, the two soon are given an ambiguous task to piece together the parts of a doll for their next assignment. Left with little alternative or escape, Sara and Joe soon wound up doing that, but as it soon becomes clear, whomever brought them here wants them dead, and things very quickly turn out not to be as they seem.

Described as a 'retro horror talky-action game', Nankidai's Your Turn to Die -Death Game By Majority- (aka Kimi ga Shine) is a freeware game made in RPG Maker MV that follows Sara, Joe, and nine others who find themselves trapped in a mysterious place filled with puzzles, mini games and paranoia. The game can be best summed up in tandem as a nod to other Visual Novels featuring Deadly Games, such as Danganronpa and Zero Escape, with a smattering addition of Darker and Edgier coupled with plenty of Psychological Horror to it; as the eleven individuals soon end up learning, the people who brought them into this game have tasked them with playing a social deduction game that inevitably ends with each round having at least two people dying at the end of it, if not more; one whom happened to draw the Sacrifice card, and the other whom happened to be voted by majority rule to be the one's whose turn it is to die. What soon follows beyond that is a gradual exploration about the gradually-degrading sanity of all whom continue to play the game, a massive-spanning conspiracy that set this kind of game up before, and the gradual realization among them that whoever their captors are, they're dead-set on forcing the survivors to decide who lives and who dies by majority rule.

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A Spin-Off side-game called Your Time to Shine: Island Existence has also been developed, which is a resource managing Alternate Universe with Multiple Endings. Currently, the test version only allows you to play as Mishima. Note that Your Time to Shine contains spoilers up to the end of Chapter 2 of the main series.

For games that can be aptly compared to Your Turn To Die in tone, setting and storytelling, compare to Danganronpa and Zero Escape.


This Visual Novel contains instances of:

  • Always Close: Played with in Chapter 2-1's climax: while you can't run out of time for the first phases of the game, and will always end up with enough time to solve the final puzzle, this does not mean that you're free and clear. You can fail at that point by running out the clock if you aren't careful, resulting in a split that leads to Reko getting killed, but Alice surviving.
  • Amazing Technicolor Population: Inverted - Everyone's portraits have unnaturally pure white skintones, except in CGs, where they have more natural skintones, but remain extremely pale, in extreme contrast to their wildly varied hair colors and vibrant, almost EGA graphics-inspired color coordination.
  • Anyone Can Die: And we do mean anyone - men, women, children, nobody is safe from this, especially not the protagonist who only lived this long thanks to Plot Armor flimsier than paper. And in some cases, your choices can determine who lives and who dies. It is majority rule, after all...
  • Back from the Dead: In a way. In Chapter 3-1, all the players who died in the First Trial - sans Kugie and Megumi - are resurrected as dolls.
  • Better to Die than Be Killed: Serves as a final act of defiance for Kai, who slits his wrists rather than letting Sue Miley execute him.
  • Bittersweet Ending: The first named ending in the game, fittingly titled Massacre, with a heavy emphasis on bitter. Sara and Nao escape the game, with Nao promising to always be by Sara's side from now on, but it comes at the cost of everyone else's lives.
  • Bring My Brown Pants: Kanna becomes the victim of this after witnessing the death of Mishima, wetting herself in her terror, and needs to have clean clothes brought to her.
  • But Thou Must!: In Chapter 3, after being offered tea by Maple (the Obstructor doll), you can choose whether to drink it or not. The situation does seem suspicious, but if you try not drinking it, Sara will state that she's unable to resist Maple's pressuring smile, and in the end you have no choice but to drink it. Thankfully, seemingly nothing bad occurs as a result.
  • Chekhov's Boomerang: The name and percentage sheets acquired in chapter 1-2 keep becoming directly relevant to the rest of the game. First, they prove vital to identifying Alice Yabusame, in the process casting suspicion away from Sara as a potential murderer and onto Keiji as a possible liar. Then, in chapter 2-1, Miley comes into Sara's room late one night, giving her a more complete version of the list with more cards, all intact. These aren't important for the rest of 2-1, but come 2-2, are completely integral to the discussions of the second main game, including the motivations of several characters.
  • Chekhov's Gunman: The bar lists off the names of which participants can legally drink versus those who cannot. There are more names listed there than people you meet in the main hall, and some of those individuals prove important later...
  • Choice-and-Consequence System: Your choices can cause different people to die, leading to some parts of the story going differently.
    • Whether you succeed at the Means of Rescue in 2-1 and push the Fake Reko to her death affects which of the Yabusame siblings dies. If Alice survives, you learn more about the real Sou Hiyori.
    • In 2-2, your vote in the Main Game affects whether Kanna or Sou lives. After the Main Game, Sara will either get full closure with Joe or forget him entirely.
    • In 3-1A, failing the minigames can cause Anzu and/or Hayasaka to die. If they die, they will be unable to help out in future minigames.
  • Cloning Blues: No matter how they go, the Fake Reko's last moments alive after learning the truth of her existence are... not very good.
  • Cruel and Unusual Death: As expected for this sort of story, every execution is nothing short of horrifying, described and shown in excruciating detail.
  • A Day in the Limelight: Your Time to Shine, fitting the title, is this for anyone besides Sara who one might choose as its protagonist. Perfectly fitting that the first character whose route is complete for it is the Sacrificial Lamb Mishima. Information known about him, his personality, and his background ballooned because of it, and he even got to interact with Alice!
  • Deadly Game: The Main Game is Exactly What It Says on the Tin: the group votes on one person who they think should die. It's divided into a 70-minute-long preliminary round, where they debate on and select a group that seems the most suspicious or least cooperative, then a 20-minute final round where one person of that group is selected to die. Of course, to make things harder, each member is also randomly assigned one of four roles.
    • Commoner - A normal player. Has no unique abilities.
    • The Keymaster - If the keymaster is voted to die, then everyone else will also die with them. This will happen even if there's a tie for first, as the keymaster role takes priority.
    • The Sage - Knows who the keymaster is through divination, but can't lie about the results. They can also use divination outside of the Main Game itself.
    • The Sacrifice - Whoever is selected to die, the sacrifice will also die with them. However, if the sacrifice is chosen or there's a tie for first (excluding the Keymaster), then they'll be allowed to escape the game with one person of their choosing at the cost of everyone else. They also get two votes during the game itself.
  • Death of a Child:
    • It's entirely possible for the player to cause Kanna's death at the climax of 2-2.
    • There's also the matter of Posthumous Character Hinako, whose death can be witnessed by watching the related footage.
    • In the "Massacre" ending, Kanna and Gin die along with the others when Sara and Nao escape.
  • Defiant to the End: Seen with how Kai responds to being sacrificed. Can also happen if the player chooses to vote for Sou at the end of 2-2.
  • Dirty Coward: Qtaro, despite being the biggest and strongest member of the cast, is one of the quickest to distrust the others and suggest screwing them over for his own benefit. He needs to be shamed for this at a few points in order to cooperate.
  • Disc-One Final Boss: Early in the game, Sara's stalker is set up as a menacing figure and clear threat. However, not only does he die at the climax of 1-2, it's later revealed that he was Good All Along, and was thrown into the game after the villains discovered this. Meanwhile, over the course of the first Main Game, Hiyori Sou is revealed to be a far more active and dangerous threat... But he can also pull a Redemption Equals Death on one route. If kept around, however, he seems to declare Then Let Me Be Evil instead.
  • Do Well, but Not Perfect:
    • In order to save the life of Alice, you actually have to fail the final section of 2-1, though you do get one last chance in giving up without pushing Fake Reko to her death. This, however, costs the real Reko her life. Even more interestingly (and in the spirit of this trope), of the options, this "failure" route actually has a moderate amount more content and plot information revealed, with nothing comparable really given on the "success" route.
    • Fittingly enough, in the same chapter as the aforementioned, a pretty strong in-universe example exists. The Final Attraction has the player who did the worst at the sub-game at risk of being shot up with increasingly lethal shots of deadly venom, with the highest-ranking able to switch themselves out for them to end the game, at risk of their own life. The three second-worst ranking players are placed in the Impression Room, where they need to potentially push one of their own to their death to end the game in the top-ranked player's spot. The safest place to fall during that game is between second and fifth place.
  • Drowning Pit: The boxing ring puzzle in 3-1A seems to be a lava pit, but Sara can observe that the liquid isn't lava. The group will still drown if the liquid fills up the room, resulting in a game over.
  • Dwindling Party: While the player's choices can influence who exactly lives and dies, the group's numbers continue to gradually fall.
    • In Chapter 3-1, this gets turned on its head when Dolls of the participants who died in the First Trials join them. The party can still dwindle because the dolls can die.
  • Episodic Game: Each of the game's chapters is released in two distinct "parts," released every six or so months since 2017. When the game is complete, there will presumably be three of these two-part chapters.
  • Establishing Series Moment: Your Turn To Die puts a gruesome end to any false assumptions of what one can think it'd be by virtue of Mishima, Joe and Kai's deaths within Chapter 1, and the consequences of it. Sue Miley, after becoming reassembled, asks everyone to participate in a practice version of the Main Game, to which Sue Miley dispels the fears that it'll turn out lethal because it's just that: a practice Main Game. She, of course, is lying, and because nobody bothered to turn around to see the message on the door stating the contrary, Mishima is killed by having his head severed by virtue of his collar turning white hot and burning through the flesh completely. Nao and Kanna, having both connected with Mishima earlier, both completely flip out and go into full on panic mode, before the aftermath of Mishima's execution is rubbed into both girls' faces by a smug Sue Miley. And as if that wasn't enough, the real first Main Game would subsequently kill off Sacrificial Lions Joe Tazuna and Kai Satou - the former death, especially in the cruelty of impaling Joe and draining his blood before he dies from shock, was given a nasty Hope Spot that tried to - and succeeded - at breaking Sara and gave her acute emotional trauma from the incident, with Sue Miley once again rubbing it in Sara's face that she prolonged Joe's death than actually helped him, further crushing her. As for Kai, he refuses to meet the same fate and and commits suicide before Sue Miley could kill him next.
    • And from then onwards, the game's true genre reveals itself, cutting to a seemingly innocent dream of Joe asking Sara for homework... before Joe breaking the dream's immersion to remind Sara he's dead, and proceed to push it into her face that it's all her fault why he died, gradually breaking down Sara more and more until he becomes a demonic representation of Sara's own guilt and commits a nasty Jump Scare in the process. And if that wasn't enough, the immediate aftermath has Sara hallucinate blood pouring into the room she found herself in while the corpses of all three boys who died lied lifeless and/or dismembered from one another, triggered yet another Freak Out from Sara. Yep, this is what you're in for, folks. Enjoy the show!
  • Exhausted Eye Bags: A clear sign that somebody's gone through emotional trauma. Kanna's sporting them upon introduction, thanks to what happened to her sister, and others naturally gain them as they go through their own horrors.
  • Explosive Leash: All of the participants are wearing collars, and Sue Miley teases the group by making it appear that she's setting one off, only to claim that they won't explode. They're just capable of heating up enough to burn through your neck until you succumb. Much better. Reko's fake is also equipped with an explosive collar in Chapter 2 Part 1.
  • Failure-to-Save Murder: Kanna grapples with the makings of a Guilt Complex over this due to her inability to prevent her sister from getting killed by their First Test. Later on, poor Sara struggles with similar sentiments, though in a different way. Joe's pain was only prolonged by her attempts to save him, while she couldn't bring herself to overcome Nao's begging for life to kill her instantly and ease hers.
  • Fanservice: Surprisingly, for a game like this. Chapter 2-1 includes a scene of Sara, Reko, Nao, and Kanna all bathing together.
  • Flash Forward: There is one at the start of 2-1 to an event near the end of the chapter, featuring Gin and Q-Taro laying on the ground next to one another, fading from consciousness. Curiously, the story branch where you succeed in completing the argument and sacrifice Fake Reko contradicts this scene. Q-Taro never has to risk his life and never ends up on the ground unless you fail or refuse.
  • Foreshadowing: A couple of puzzles in Chapter 1-2 require the use of life-sized dolls you find that are dead ringers of Kanna and Sara. Come 2-1, more of these appear, and you learn their apparent purpose.
  • Go Out with a Smile: Pulled off in rather horrifying fashion by Gashu when he shoots himself in the head, as he flashes a smile at Sara and the others before pulling the trigger.
    • Played straight with Alice in 2-1 if Reko survives. After she rejoins the group, Alice temporarily regains consciousness long enough to learn she's okay and hear her say she wants them to be siblings again. With that knowledge, Alice smiles and closes his eyes one last time.
  • Heads I Win, Tails You Lose: In the end of 3-1A, regardless of whether you succeed in helping Keiji to defeat Sou/Midori, the fight will end the same way: Keiji ends up getting trapped in a coffin and Midori gives Sara a Sadistic Choice to save him.
  • Heroic BSoD: Kanna starts out in the middle of one. She's only the first of many who suffer from these as the game wears on...
  • I Never Said It Was Poison: In Chapter 2-1, during The Arbitration Game, when questioning whether or not the real Reko broke the Mishima AI's monitor, they suggest that Ranger could've disguised as her. He says that he'd never wear the clothes of a living human and that the Reko they saw was the real deal. Keiji then takes the opportunity to point out that the Floor Masters don't seem able to lie about important information, as Ranger could've easily said there's no fake. This proves vital in finding the real Fake Reko and saving Gin and Q-Taro.
  • Infant Immortality: Ultimately played straight by Gin in Chapter 2-1, who will survive no matter what you do during the game.
  • Lava is Boiling Kool-Aid: In the second puzzle of 3-1A, the group is stuck in a boxing ring with lava pouring in all around. If Sara examines the source of the lava, she realizes that the lava isn't emitting light, which means it's just a harmless liquid that's colored like lava. This gives one person the idea to wade through the liquid. Realistically, the group should have been able to tell that it's not lava simply because it wasn't cooking them alive.
  • Limited Wardrobe: After Kanna's Bring My Brown Pants moment, Sara finds her a replacement outfit... which looks exactly like her last one. And was being worn by a life-sized doll of her. The creepiness of this doesn't go unnoted. Later, it's noted that the captors have copies of more or less every part of people's default outfits prepared.
  • Men Are the Expendable Gender: The routes where Alice and/or Sou die are generally portrayed as being the "better" choices than when Reko and/or Kanna die in their place. Additionally, All three victims of chapter 1 are male and, of all the participants chosen for the death game, 11 out of 20 are male.
  • Motivational Lie: In Chapter 2-1, Sara comes across a phone in Kanna's trial room, which contains an apparent Dying Declaration of Hate from her sister. She tries to hide it and later goes to retrieve it, only to find Sou has stolen it. He surmises that it's a fake that Sara must've planted, and when she wrestles the phone back from him, she finds he's changed it to a loving message encouraging Kanna to keep moving forward. One he shows her later on and moves her to tears.
  • Multiple Endings: Various Bad Endings can be reached, such as by failing certain mini games. In other cases, Sara's decisions at key points can result in different survivors making it past that point. So far, Alice/Reko and Sou/Kanna are connected to one another.
    • While not a numbered ending, the first definitive way the game can end comes in chapter 2-1. By accepting Q-Taro's token trade on the third and final morning, he'll have enough to buy an escape from the game. Sara will watch Ranger tell him that leaving will kill everyone else still alive, and with a heavy heart, he'll do so anyway. The last thing Sara can even think to pay attention is the sound of her collar beeping. Accepting this trade is actually the only way you can afford to view Q-Taro's character file.
    • Ending 1: The first "real," labeled ending, Massacre, comes at the end of chapter 2-2 should Sara choose to vote for Nao and escape with her rather than killing her as sacrifice. Everyone else dies, and the two escape together, implicitly living out the rest of their lives together with this guilt.
  • Non Standard Game Over:
    • In Chapter 1-2, Sara can opt to defy her captors by refusing to leave the waiting room to the Main Game, hoping that it's All Just a Dream and that she'll wake up soon. She's presumably killed as a penalty.
    • In 2-1, one can be triggered by overusing Safalin's services. If she erases the hallucination level more than twice, the process destroys Sara's mind and completely erases all her memories of Joe. Mentally broken, Sara begs for the device again like an addict. Safalin gently refuses her, but promises to do so if Sara does everything she says from now on.
    • In 2-2, getting the code for the pink room wrong leads to Sara being pricked by poison needles and collapsing as Keiji tries to find her help.
  • One Degree of Separation: Kai and Hayaska were both employed by the organization Asunaro. Kai was an assassin whose job was to infiltrate and observe the Chidouin family, while Hayasaka was tasked with gathering medical profiles on all the participants for the Death Game. "Asunaro" was also the name of Q-taro's orphanage.
    • The real Sou Hiyori was not only killed by Alice, but he was friends with Shin Tsukimi in high school, who later took up his name during the Death Game, and he was also the one who manipulated Keiji into shooting an unarmed man, who it turns out was also his childhood hero.
  • Once More, with Clarity!: The very beginning of the visual novel has a "tutorial" in which a shadowy figure cruelly explains what voting by majority is, by having you vote between two people and killing one of them based on how you voted. Players will be on guard when Sou appears as a result, since the silhouette matches his character portrait. In Chapter 2-2, the game starts with a twisted dream showing Sou's first trial, and the shadowy figure appears to not Sara, but him, asking him if he understands majority voting yet—the first hint that Sou is not really sadistic, but haunted by things he has yet to explain.
  • Ragtag Bunch of Misfits: The participants of the Death Game are a very eclectic group, made up of several teenagers and children, a college student, two members of the police, a job-hopping hacker, a high school teacher, an office worker, a baseball player, a boxer, a singer, a baker, and even a convict. And all but four of them are listed as "candidates," not simply participants.
  • Red Herring: The First Trial sequence at the start of the game has a code "3141" ("1374" in the original Japanese) written on the wall, and a code lock on the wall. However, it plays no role in the puzzle; inputting the code into the lock will just play a sound and do nothing. It's actually a Stealth Pun: 1374 in the original Japanese is pronounced similarly to the phrase "there's no meaning". Vgperson's English translation changes it to 3141, because the number, compared to the first few digits of pi (3.141), is... "pointless".
  • Reality Ensues: At the end of chapter 2-2, you're seemingly presented with the choice between "logic" and "emotional" choices, in voting for Sou or Kanna. Kanna is under the childish impression that sacrificing herself is the right thing to do, allowing Sou to keep helping the group. However, voting for his Morality Chain as he begs you not to pisses him off, having him swear to kill everyone who voted Kanna and immediately prove himself as truly antagonistic to the group now with a cruel message to Sara through a Joe AI's mouth. Turns out the "logical" choice presented by a naive, self-loathing child backfires really hard.
    • The Hades Incident involved the higher-ups of multiple crime rings engaging in a killing game in order to unify under one criminal leader. It collapsed soon after, as it turns out having a Death Game on top of the numerous losses from slaughtering each other didn't leave much in the way of members.
    • Despite Nao doing her absolute best to Face Death with Dignity, she freaks out and panics all the way to her death soon after, which is the natural reaction anyone would have when their Cruel and Unusual Death is made up of being crushed slowly by a metal vice.
  • Ridiculously Human Robots: What Dolls essentially are - near-perfect AI duplicates of the group in visually indistinguishable robot bodies, right down to their hair and clothes. They're so ridiculously human that they may not even be aware that they're robots. The only true indicator is that they don't bleed.
  • Sadistic Choice: Natural for a game like this, both in and out of universe they occur.
    • The climax of Chapter 2-1 stands out as one, and not for the characters one expects. You are completely guaranteed to have enough time left to solve the puzzle with one fairly simple item presentation. Succeed and Alice dies, while failure leads to Reko's death. Gin and Qtaro, who appeared to be the ones you were choosing between, will always survive the game.
    • 2-2's Climax offers even more of a doozy: do you sacrifice Nao and Sou? Nao and Kanna? Or save Nao and yourself at the cost of everyone else?
  • Sanity Meter: Hallucinations are a Type 3; let your level get too high, and it'll lead straight to a Bad End. Fortunately, they can be managed with proper treatment. Just don't use it more than twice.
  • Saying Too Much: Played for Laughs when questioning The Convict, as he responds to Sara commenting on his prisoner garb by describing how normal attire for Japanese prisoners differs from his outfit.
    • Played much more seriously in the climax of Chapter 1-2, as this is a vital thread to spot: the Sage sees who has the Keymaster card, not what the card actually looks like.
  • Screw This, I'm Outta Here!: The hosts offer a few different opportunities for participants to pull this; allowing this to happen naturally leads to Bad Endings. Most notable are 2-1 where Q-Taro can leave the rest of the group to die as he escapes alone, and 2-2 allowing Sara and Nao to do so for the Massacre ending.
  • Senseless Sacrifice: It's revealed late in Chapter 1-2 that Mishima ensured he'd get more votes than Nao in order to protect them. Unfortunately, what nobody realized at the time was that if they'd forced a tie in the test vote, nobody would have had to die.
  • Shout-Out: The physically largest character's name, Qtaro, was the alias used by the similarly immensely swole, mixed-race Jotaro Kujo in one arc of part 3. Not to mention it's a name already in use.
  • Smoking Is Not Cool: A Running Gag involving a cigar and related materials early in the game has several of the other participants telling Sara that she shouldn't even think about smoking. In Mishima's case, this is paired with Suspiciously Specific Denial, as it becomes clear that he'd like to light up himself, but can't because he's a teacher and has to be a good role model.
  • Taking the Bullet: In 2-1, one participant is given the option to do so for another. Not quite the perk Q-Tarou was hoping for...
  • Together in Death: A completely platonic example can occur in Mishima and Nao after 2-2. Her spirit bemoans that she could never finish her painting of him now, and he assures her warmly that now she has all the time in the world to do it. If she died in 2-1, Reko is there too.
  • Torso with a View: A potential fate for Alice, courtesy of an exploding Doll head.
  • Tragic Keepsake: The dog keychain can end up as one. Meanwhile, on the story branch where she dies, Reko's gloves become this for Alice and Nao.
  • Video Game Perversity Potential: When you rename the real Sou Hiyori, the only restriction is that you cannot use the name of existing characters. Cue the characters saying wildly inappropriate things as a result of the player's input.
  • What Measure Is a Non-Human?:
    • The Fake Reko runs headlong into this after their Tomato in the Mirror moment. The game in which they appear even makes a point of this trope: the correct "solution" to the game is to realize that the Reko on the platform is an AI duplicate in a doll and thus the players can sacrifice her to save Gin without hesitation. In practice, however, everyone involved is horrified and upset by this, feeling that she may as well be human if she can think and even feel fear.
    • Inverted with Rio Ranger, whose creator destroys him stating that his envy made him too human and ruined his supposed "perfection", making him disposable.
    • Averted with the doll versions of the deceased players, whom the survivors treat with humanity. They consider everyone to be victims of the game, regardless of them being human or doll.
  • Would Hurt a Child: The kidnappers targeted Kanna, a middle schooler, and Gin, who's still in elementary, and threw them into the deadly game along with everyone else. There's also Hinako, another middle schooler who didn't make it past the first phase.
  • X Meets Y: The likes of Danganronpa and Zero Escape meet in the middle of an homage to late-2000s RPG Maker Horror where they play a deadly version of Werewolf/Mafia, among other games.
  • You Gotta Have Blue Hair: There's a veritable rainbow of hair colors, from Sara's orange to Q-Tarou and Nao's vivid reds, Kanna's light green and Sou's teal... The absolute standout of this has to go to the convict Alice, however, who has natural blue bangs with a green and pink-striped buzzcut. Second place may go to Naomichi, whose hair is something of a gradient from dark blue to light green.


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