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Visual Novel / Your Turn To Die

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Sleeping in class is dangerous. After waking up late, Sara Chidouin makes her way home. At least her friend Joe came back to check on her...! But when the night suddenly goes sideways, the two of them find themselves waking up in a death trap—! And that's only the beginning of their troubles...

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. For whoever their captors are, they're dead-set on forcing the survivors to decide who lives and who dies by majority rule.


Released in half-chapters, the game currently has four parts/two chapters. vgperson has released an unofficial translation here. note 

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.
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  • Anyone Can Die: And in some cases, your choices can determine who lives and who dies. It's majority rule, after all...
  • 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.
  • 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.
  • 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.
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  • 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...
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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...
  • Infant Immortality: Ultimately played straight by Gin in Chapter 2-1, who will survive no matter what you do during the game.
  • 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.
  • 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.
  • 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 part two, 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.
  • 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.
  • 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 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 light 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.
  • 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.
  • 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.

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