Compare Dangerous High School Girls in Trouble!™ prices across 50+ stores and find the best deal. Developed by Mousechief. Released on 2/23/2009. Available on PC, Mac. Genres: RPG, Indie, Casual. Metacritic score: 81/100.

Few games dare to replace swords and spells with Fibbing, Flirting, and Taunting - this one does, and the result is one of the most idiosyncratic RPG-hybrids you will never see covered on a mainstream outlet.

I spend a lot of time hunting for games that nobody talks about anymore, and Dangerous High School Girls in Trouble is exactly the kind of quietly radical oddity I want to press into more hands. Keith Nemitz built the whole thing more or less solo at Mousechief, wrapped it in the visual metaphor of a worn 1920s parlour board game, and then stuffed that wrapper with something genuinely hard to name: part puzzle-RPG, part point-and-click adventure, part social satire with a surprising amount of emotional weight hiding underneath its flapper-era wit. The setup drops you into the fictional backwater of Brigiton, USA, where you pick one of twelve girls to be the queen of your gang, then recruit three more to round out your crew. Each girl carries four stats - Popularity, Glamour, Rebellion, and Savvy - which each map to a distinct mini-game used during encounters: Taunt leans on Popularity, Expose on Rebellion, Fib on Glamour, and Gambit on Savvy. Combat here is entirely social. You confront a disapproving teacher or a petty townsfolk piece on the board, pick which girl throws down, choose your action, and play out a quick mini-game contest. Win enough, and she earns pips toward a stat upgrade. Lose badly, and she could get temporarily exiled from your gang - or permanently if no boyfriend is available to absorb the penalty as a sacrifice. Yes, boyfriends function as shields. It is exactly as cheeky as it sounds, and it fits the theme perfectly. The board game presentation is not just cosmetic. The lead artist deliberately aged and faded every element to read like something dug out of a grandmother's closet, and the effect lands. Four full boards cover the high school, downtown, the suburbs, and the docks, each unlocking as your notoriety grows. Navigation involves scrolling these boards to find character pieces, which is where one of the game's genuine frustrations lives: there is no map overview, and hunting for a specific encounter across a wide scrollable board gets tedious faster than it should. The mini-games themselves carry a mild luck component that frustrates when you reload to compensate, and the back half of the story front-loads a lot of its revelations in a rush - the tone slides from playfully arch into genuinely dark territory with less grace than the writing elsewhere deserves. The soundtrack, built from period-appropriate public domain recordings, is charming in short bursts but sparse overall; do not come here expecting a lush soundscape. What you should come here expecting is dialogue. The writing is the whole game. Every resident of Brigiton talks in a stylized, innuendo-laced voice that took me a few minutes to calibrate to, and then I found myself clicking the Parley option on characters I had already beaten just to read more of it. The story builds from curious small-town weirdness toward something with actual things to say about gender, public morality, and who gets to make history - and the final stretch earns most of what it attempts. Multiple endings, hidden gold tokens tied to each stat, and a wax cylinder that unlocks an alternate conclusion give the game real replay texture; people report two and three playthroughs and still finding new branches. The Writers Guild of America nominated it for Best Writing in a Video Game in 2009, alongside Fallout 3 and Red Alert 3. That context is not nothing. If you are the kind of player who reads every dialogue line and finds joy in a game that uses social mechanics where another game would just put a sword fight, Dangerous High School Girls in Trouble will hold you for fifteen to twenty hours and leave a strange, specific impression. If you bounce off text-heavy games or expect tight action feedback from your mini-games, the luck variance will erode your patience before Brigiton gets truly weird. Know which one you are before you start. Also note that Mac compatibility is limited on modern macOS versions, so Windows is the safer platform here. Kai, Scout Team

Dangerous High School Girls in Trouble!™
RPGIndieCasual

Dangerous High School Girls in Trouble!™

Feb 23, 2009MousechiefUnknown
GamerScout Says

Few games dare to replace swords and spells with Fibbing, Flirting, and Taunting - this one does, and the result is one of the most idiosyncratic RPG-hybrids you will never see covered on a mainstream outlet.

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About Dangerous High School Girls in Trouble!™

I spend a lot of time hunting for games that nobody talks about anymore, and Dangerous High School Girls in Trouble is exactly the kind of quietly radical oddity I want to press into more hands. Keith Nemitz built the whole thing more or less solo at Mousechief, wrapped it in the visual metaphor of a worn 1920s parlour board game, and then stuffed that wrapper with something genuinely hard to name: part puzzle-RPG, part point-and-click adventure, part social satire with a surprising amount of emotional weight hiding underneath its flapper-era wit. The setup drops you into the fictional backwater of Brigiton, USA, where you pick one of twelve girls to be the queen of your gang, then recruit three more to round out your crew. Each girl carries four stats - Popularity, Glamour, Rebellion, and Savvy - which each map to a distinct mini-game used during encounters: Taunt leans on Popularity, Expose on Rebellion, Fib on Glamour, and Gambit on Savvy. Combat here is entirely social. You confront a disapproving teacher or a petty townsfolk piece on the board, pick which girl throws down, choose your action, and play out a quick mini-game contest. Win enough, and she earns pips toward a stat upgrade. Lose badly, and she could get temporarily exiled from your gang - or permanently if no boyfriend is available to absorb the penalty as a sacrifice. Yes, boyfriends function as shields. It is exactly as cheeky as it sounds, and it fits the theme perfectly. The board game presentation is not just cosmetic. The lead artist deliberately aged and faded every element to read like something dug out of a grandmother's closet, and the effect lands. Four full boards cover the high school, downtown, the suburbs, and the docks, each unlocking as your notoriety grows. Navigation involves scrolling these boards to find character pieces, which is where one of the game's genuine frustrations lives: there is no map overview, and hunting for a specific encounter across a wide scrollable board gets tedious faster than it should. The mini-games themselves carry a mild luck component that frustrates when you reload to compensate, and the back half of the story front-loads a lot of its revelations in a rush - the tone slides from playfully arch into genuinely dark territory with less grace than the writing elsewhere deserves. The soundtrack, built from period-appropriate public domain recordings, is charming in short bursts but sparse overall; do not come here expecting a lush soundscape. What you should come here expecting is dialogue. The writing is the whole game. Every resident of Brigiton talks in a stylized, innuendo-laced voice that took me a few minutes to calibrate to, and then I found myself clicking the Parley option on characters I had already beaten just to read more of it. The story builds from curious small-town weirdness toward something with actual things to say about gender, public morality, and who gets to make history - and the final stretch earns most of what it attempts. Multiple endings, hidden gold tokens tied to each stat, and a wax cylinder that unlocks an alternate conclusion give the game real replay texture; people report two and three playthroughs and still finding new branches. The Writers Guild of America nominated it for Best Writing in a Video Game in 2009, alongside Fallout 3 and Red Alert 3. That context is not nothing. If you are the kind of player who reads every dialogue line and finds joy in a game that uses social mechanics where another game would just put a sword fight, Dangerous High School Girls in Trouble will hold you for fifteen to twenty hours and leave a strange, specific impression. If you bounce off text-heavy games or expect tight action feedback from your mini-games, the luck variance will erode your patience before Brigiton gets truly weird. Know which one you are before you start. Also note that Mac compatibility is limited on modern macOS versions, so Windows is the safer platform here. Kai, Scout Team

Tags

singleplayertier:aaaSocial Mini-GamesBoard Game PresentationFemale-Led Gang1920s SettingMultiple EndingsDialogue-HeavyStat BuildingGender Politics NarrativePunk Satire

Steam Deck & Linux

ProtonDB Bronze

Runs on Linux but with crashes or issues. Based on 8 ProtonDB community reports.

System Requirements

Minimum

Memory
256 MB RAM
Processor
500 Mhz orhigher
Hard Disk Space
30 MB Available HDD Space
Operating System
Microsoft® Windows® XP or later
DirectX® Version
DirectX® 7 or higher

Community Discussion

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Reviews & Ratings

Metacritic
81

Game Info

Developer
Mousechief
Publisher
Unknown
Release Date
Feb 23, 2009

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What platforms is Dangerous High School Girls in Trouble!™ available on?

Dangerous High School Girls in Trouble!™ is available on PC, Mac.

When was Dangerous High School Girls in Trouble!™ released?

Dangerous High School Girls in Trouble!™ was released on 23 February 2009.

Who developed Dangerous High School Girls in Trouble!™?

Dangerous High School Girls in Trouble!™ was developed by Mousechief.

Is Dangerous High School Girls in Trouble!™ worth buying?

Dangerous High School Girls in Trouble!™ holds a Metacritic score of 81/100, making it one of the standout RPG titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.