Planned Mini-game Showcase (Devlog)
Hello everyone!
If you are reading this, then you might be interested in the development side of the upcoming trial for CiDR2, or simply want to get a sneak peek of the trial.
Well you came to the right place, because this section is not only my way of planning the mini-games for the trial, but show you the process of how these Mini-games should work, this would be helpful for those who want to make their own fangan and want to use this form of planning as a blueprint for your own games.
Please note that what I am going to show you will show no spoilers to the first trial of CiDR2, these will cover the mini-games that will be in ALL of the trials.
And the last note: the blueprints will be focused on it being implemented on the Unity Engine, meaning if I mention any programming, I will use the C# language.
So let’s begin:
1: Questions
As I write this, I’ve already implemented this short, mini-game feature with the first scene, but worth discussing.
This is an easy ‘question and answer’ deal, with three answers presented and the player has to pick the correct answer.
Picking the right answer proceed with the linar dialogue.
Picking the wrong answer goes through dialogue where they explain how the answer is wrong and you lose health because of it, before going back to the same question to try again.
The tricky part is making it repeatable, in case the player picks the same wrong question again, it wasn’t easy because I am working on a script that only goes through dialogue once, so I had to make a repeatable script to get it working.
Since I’ve already completed this mini-game, this will pop up when you answer a question correctly.

2: Non-Stop Debate
The iconic Mini-game of any Danganronpa game.
Just like Cheesy’s Cartoons in Danganronpa, NSD will be presented on the 16 televisions, and Huey holding a remote control.
How the mini-game work is that there are a number of phases, with each phase has someone speaking, when it’s their turn, text appears, the camera move to focus on them and spoken dialogue is active. After a short period of time, enough for the character to speak (plus a second or two) the phase ends and goes onto the next phase, then repeat until all the phases are done and it all goes back to the first phase to repeat again, doing so constantly until a counter is made or time reaches 0.

(NOTE: Subject to change)
I imagine having a phase being it’s own gameobject with all the objects required to make stuff happen, then reset them all once the phase is over to ensure it can be repeated
The televisons has to be in the game world, same goes with the text so there can be a 2D collider.
The tricky part is going to find a way to go fast forward, maybe I can have any speed and pitch voices to its own float and change it to go faster when fast forward is active and go back to the original speed when fast forward is deactivated. This means that all the parts that used speed need to connect with the same game object.
When it comes to using the truth buttons, switching between them is just a matter of pressing button and showing what button is being used.
Shooting the truth button is a matter of mouse detection and using click buttons, might need to include delay to get that shot feel, which means more work, proably have it so there is a 2D collider that turn on when the button is pressed and if it’s in the text collusion, then it will trigger that it has been shot.
2.1: Pause
I will be adapting Cheesy’s use of ‘Pause’ from Cartoons in Dangronpa, which seems to be similar to how you can explain further in the dialogue of the first Dangnronpa game, but instead of having it in the general dialogue, it’s in the trial debates, this also seems to be based on ‘Hold it’ moments in the Ace Attorney series.
Making it into the game is no issue, press button to pause and it will go towards a different sequence of phases.

What I will do differently however is highlighting statements that can be paused, the major issue I have with Cheesy’s version is that there is no indicator to what can and can’t be paused, otherwise it implies that EVERY Statement can be paused, which requires each statement to have a set of phases if paused, which requires more voicework and takes a long time. Going through it all will also take a long time and make the game harder if they can’t find the right answer.
So, to shorten it, I plan to have the plausible statements to be green.
3: Channel Chasers
I will be adapting a game version of the Channel Chasers Concept shown in Cheesy’s Cartoons in Danganronpa.
The structure of Channel Chasers seems similar to Non-Stop Debate, but what makes this unique is that there are 3 conversations happening at once, and you only get to focus on one at the time. With how it’s structured, I don’t need to do an ‘aim and shoot’ just like NSD, especially when the same text is going to be in the same place.

The tricky part for Channel Chasers is going to be trying to get the 3 channels to be in the same sequence, hence why when I wrote the script for Channel Chasers, they all have the same phases, I also have to try and figure out how to keep the time frequent.
One possible way is to have 3 game objects of the channels playing at the same time with one being focused and the audio being unmute, and when the channel changes, all that’s happening is the game objects being moved.
I also need to make sure the timing is right, so this could be when I have to get the voice actors to try to get their lines for the channel chasers to get it in the right time for each phase.
4: Network Slicing
CiDR2’s version of Rebuttal Showdown and supposed to be something unique towards Huey’s character. Much like how in CiDR1, Dipper’s unique mini-game is Channel Surfing.
In this mini-game, Huey will dress up in a samurai outfit, wielding a katana, (similar to what he appears in his dream in one of the Stinkmeaner episodes.) and fight against whoever is fighting him in a debate.

Just like Rebuttal showdown, the aim is to the cut the words and avoid any highlighted words, but unlike Rebuttal showdown, you have to press the right key in order to cut the words properly, indicating by the foe’s position (example: if the foe is on the left side, you press the left arrow button or the ‘A’ key.)
The background will also in a clash between the colour code of the characters (Huey’s is brown) the aim is for the brown colour to beat the other colour, by doing so you can advance.
And of course, at the end, you have to pick the right truth button to cut through the contradiction as the final cut. The controls will be the same as NSD for selecting one (Q and E to rotate) and the final cut will be the space bar.
5: Hangman Gambit
Yes, I am going to bring back a form of Hangman Gambit in CiDR2! You need to guess the word and get the word right to progress.

The CiDR2’s version is going to be a combination of Danganronpa 1 and Danganronpa V3’s Hagman Gambit, where words appear and disappear but are also hidden, the words reveal themselves in flashes every 10 seconds but you can also use a ‘think’ action to show the words for a second before it goes into a cooldown for 5 seconds.
Pressing the right word will go to the next word to use, pressing the wrong word would result in losing an amount of health.
I might change the name of the mini-game to something closer to cartoon/TV theme. First thought in my head was ‘Brain Blast’ to reference Jimmy Nutron, but not too sure on that, I feel that would work if Jimmy was the Protagonist. I’ll think more of it.
But overall a quick mini-game where you have to press the right letters to a word, which can get harder with longer words.
6: Argument Armament
The boss battle of the trial and the rhythm game.
Similar to the previous Danganronpa games, the idea is to press the button at the right time when shown,
This might be something new and something I have to work on, my thought is to make a system where you have to press a button in the right time and use visual cues similar to what Danganronpa shows, maybe a circle closing in and you have to press it in the right moment. It will also use time, so it might be easy to screw it up, but I’ll still give it a try.
(For the sake of spoilers, I will now show a visual example of this mini-game idea, want to make it more of a surprise.
7: Closing Argument
And lastly, Closing Argument, what is needed for all Danganronpa trials.
Don’t know how Cheesy is going to do the closing argument, but whatever he does, I would try to replicate what he does. Until then, my idea for CiDR2 would be that the Closing Argument is presented as a western comic book instead of a Japanese manga, (left-to-right, not right-to-left.)

Just like the dangnronpa games, your job is to fill in the remaining questions and select the right answer to put in the comic, and once everything is done, Huey will present the closing argument and tell everyone what happened in the murder.
How I’m imagining this is more of a ‘drag and drop’ kind of game, where you have visual images with the pages showing questions, you put your mouse over the question image and it shows the question, you put your mouse over one of the answers and it shows the name of the answer, then you click and hold to carry the question and drag it into the answer, fail to put it in the box or putting it in the wrong question will result in losing health.
Conclusion:
And that should be all the mini-games I thought of so far.
Please note that this is just a concept and subject to change, I still need to make the art assets and go through implementing the dialogue, as well as trying to get that dialogue camera movement during the trial dialogue scenes.
As I mentioned, this is going to take awhile, but I will give updates whenever I can.
Before I go and continue to go into projects and I want to show you one more thing…
Just as how Dipper counters, I have Huey doing the same thing!

Till next time!
Get Cartoons in Danganronpa 2: Rise of Dispair
Cartoons in Danganronpa 2: Rise of Dispair
| Status | In development |
| Author | Jay 'Yarheeguy' Miles |
| Genre | Visual Novel |
| Tags | Cartoon, crossover, danganronpa, Fangame, fangan, Narrative, No AI, Singleplayer |
| Languages | English |
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