Dangerous High School Girls in Trouble! - The game is about a gang of girls in a school in the 1920, who go on an adventure to acquit their janitor from a nefarious plot. You start by recruiting a the gang leader from a list of 10+ girls, each with her own stats. You then recruit up to three more girls and start to talk to people around the school, which advances the story.
The game plays a like a mix between an adventure game and an RPG. There are no puzzles though. Instead the game has all conflict resolution done through one of five mini-games, which are based on the stats of your characters, so there is an incentive to build a varied party. The minigames themselves are mostly uninteresting, but they are short enough to be unintrusive. Sadly they are used far far too often and turn into a boring chore.
Talking to characters also isn’t too interesting. The writing isn’t good enough, and sometimes feel disjointed, as if sentences don’t relate to one another. The overall plot isn’t interesting, at least not enough to carry the game by itself. There’s also an issue with the decision to have you pick from 10+ girls, as they all spout the same generic text and lack character of their own, so you companion for the adventure aren't interesting in any way. The game is designed to be played once, so it would have been better to have a fixed party of four girls with fixed personalities, rather than go for a systematic route that makes the girls feel identical, bar their different stats.
In practice I don’t think you can really lose the game. Just talk to everyone until you find the next character that moves the plot and don’t make really dumb choices in mini-games. This sort of game loop is fine as the base for a casual game, but the production values are probably a bit too low for that crowd.
A mini-game that does work well and I would like to see in other RPGs is Hangman, where you try to get some information from the character you’re talking to. There's a hidden sentence you need to reveal, and you can spend tokens whose number depends on your stats to reveal certain words. When you run out of tokens you have to guess the right words.
When a complicated sentence is hidden, the players' success to reveal it will depend on their understanding of the character they’re talking to and the conversation as a whole, as well the character’s stats. On the other hand when the hidden sentence is simple, it doesn’t work because it’s easy to guess the next word through basic English.
It’s not fun enough to last a hundred times like this game uses it, but it could fit into a CRPG as an addition to the conversation system.
For all it’s faults, the game has an interesting design and a great theme so it’s worth playing it a bit just to toy with its systems. I wouldn’t really recommended it though, because everything good about it gets drowned out through the supposedly 7+ hours it lasts. I didn’t get nearly that far.