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I would say as a rough guess that it takes about a dozen hours to finish the game up to its latest part, and there's also plenty of options and alternative paths to explore after finishing it - I've probably played well over 40 hours total. Keep in mind that the last part of the final chapter is not out yet and is estimated to come sometime around the end of this year. It still definitely feels like a full and complete game, though.
However there are new short stories relating to the characters backgrounds that have released with this version and are set to come out in the future!
Edit: Also the game probably takes about 10-12 hours after completing Final Chapter Part 1 !
The mere fact that someone programmed an AA-ronpie-like game in the RPGmaker engine would deserve recognition - but it's not the mechanics that I value the most in the game. Of course, I'm not the only one who picked up the game because of the DR hangover - and Nankidai knows it well. It uses enough elements of the deathgame genre to stay true to it in its style, while blissfully playing with the expectations of those who saw his game as a cheap imitation of a more popular series.
Here I could write about all the features that make YTTD better than 'ronpa: down-to-earth-ness that does not spoil the fiction, a more serious approach to tragedy and trauma; differentiation of mechanics between chapters, or ABSOLUTELY LACK OF a SINGLE plot hole. Seriously, even the smallest details stick to the whole, the smallest fragments of dialogue come together - which is astonishing, especially considering months and even years passed between the release of individual chapters.
But YTTD made it onto the list of my most appreciated games I came across for a completely different reason: In this genre, the action is written by the actions of the characters taking part in it - and I've never, EVER come across a game that wrote it better than this one.
Nankidai developed eleven people from various backgrounds, incredibly convincing and unique in their own way, leaning towards archetypes, rather than grouped according to the characteristics the game needed to fill specific roles.
Their personality is based on upbringing and experience. You can write a page of text about each of them, based only on their behavior (the game spares you boring, extensive backstory expositions), guess the realities of their everyday life and the reasons that drive them. Human and logical reasons that make none of them "inferior" to the rest.
These characters don't spew out written dialogue lines to move the plot forward - just like the player, they reason with the information they have and change their reasoning as they gain new ones. They will suspect, they will be wrong, they will be biased and they will allow their emotions to influence their judgment of reality. They will act behind the protagonist's back out of a pure desire to survive - and they independently influence the development of events, not the other way around.
It's hard to believe that Yttd is a one-guy project.
I'll be getting the game soon, can't wait to see everything you guys spoke about!