
"Well behaved women seldom make history." - Laurel Thatcher Ulrich This is the game where good girls get better by being bad! In the 1920s, young women had a chance to change society--by misbehaving. Gather a gang of girls. Explore. Battle petty townsfolk with quick, naughty games: Fib, Flirt, Taunt...
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"Well behaved women seldom make history." - Laurel Thatcher Ulrich
This is the game where good girls get better by being bad!
In the 1920s, young women had a chance to change society--by misbehaving. Gather a gang of girls. Explore. Battle petty townsfolk with quick, naughty games: Fib, Flirt, Taunt... Win boyfriends and other useful prizes. Expose the town's depraved secret before it entraps your girls.
Explore four beautiful game boards, dozens of character cards, and thousands of dialog cards (worn and aged from decades of neglect) which comprise the zany world of an American small town in the 1920s.
Encounter nearly a hundred individual personalities. These denizens form the core culture of intolerance and repression your girls can overcome with wit, charm, and brazenness.
Conflict using a variety of naughty mini-games: Taunt, Flirt, Fib and others to stand up against bullies, cozy up to boyfriends, and evade oppressive expectations.
Conquer increasingly more powerful faculty and townsfolk as the story develops from the curious, to the weird, to the absurd, finally to collapse down a frozen crevasse of all too real inhumanity. Only the victorious will emerge, smirks on their faces, heels on the throats of the wicked, and their futures assured of freedom.
Acquire dozens of prizes to swing games in your favor and help others along your journey. Gain experience and level up the talents of your gang members. Win boyfriends willing to sacrifice themselves for affection.
Wind your way through an epic of literary satire in an fantastical world where nothing is real but all is true, during a mythic time of social upheaval. Help the young women trapped in this world transform it for the betterment of all -- by misbehaving.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Cute and unique design, but under that it's four minigames over and over and they're grueling. Then I read the top review (with the plot spoilers) and I'm glad I didn't force myself through hours of plodding, repetitive minigames just for that.
In my ongoing and likely futile effort to write a Steam review for every game in my library (#307 out of 612)... it's time for Dangerous High School Girls in Trouble!. So I'm a sucker of historical settings, adventure games, and quirky titles--and Dangerous High School Girls in Trouble, henceforth DHSGIT, delivers on all three fronts. Neat, huh? More adventure than RPG, DHSGIT puts you in the role of an iconoclastic teenager sent off to a 1920s boarding school. You interact with NPCs and complete tasks/quests via nonviolent simulation-esque mini-games (lying, flirting, mocking, etc.). How you interact with NPCs affects how they treat you and how you progress through the game. You'll gather a gang of similarly rebellious youths, and wreak havoc on the conservative environs of the school and surrounding town. Personally I didn't find the core mechanics to be terribly compelling--they're very systems-driven, and I would have preferred something more narrative-driven--but still had a lot of fun with DHSGIT due to its wry sense of humor and affection parody of the era. Simply put, it's like Bully, but charming instead of cynical. Definitely one of the more memorable adventure games I've had the pleasure to try in this Impossible Quest of mine.
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Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Can't even remember why I have this game. Probably from one of those bundles with tons of indie games in them. Obviously, I didn't expect much here (usually, those cheap indie games turn out to be a complete garbage) and launched the game just to see what did I paid for. But guess what? I've got hooked and was unable to stop playing until the very end. I've literally stopped playing bigger games and just sat there, playing this. Totally didn't expect that. So, what is this game? Well, that's the funniest part. The thing is... it's hard to tell. Just because it's pretty much a unique experience. [b]Dangerous High School Girls in Trouble![/b] is designed after a board game, but it's way more than that. It has a plot that involves the investigations and multiple endings, it has [b]RPG[/b] elements (you can manage your “party” and level up your characters), it has mini-games and even some visual novel parts. Board game element is pretty much all about the [b]UI[/b], though. It's just the way you control things here. So, don't expect dices and proper turns. Well, there [i]will[/i] be turns (of sort), since time in the game is turn-based and various events will require a certain time of the day to happen, but all in all, board game part is just the way you control things. The actual gameplay would require you to visit different places and talk to people to advance the plot. The problem is – people are usually pretty stubborn here and you'll need to convince them. How? By playing mini-games with them. And that's exactly where [b]RPG[/b] element becomes important. The better your stats will be – the better chances you'll get with mini-games. That's pretty much it. Sounds pretty simple, but the thing is – it's seriously addictive. Just walking around and uncovering secrets is fun enough, but with all those mini-games... I don't know, it's just fun. Design is also pretty neat. Sure, it's a low budget game, so, all those kids, who are ready to hate anything as long as it doesn't have [b]AAA[/b] graphics would probably be completely pissed off here, but I really liked how the game was designed after the [b]USA[/b]'s [b]1920[/b]s and includes the gang of the school girls as the main characters. The game is pretty weird as is and such a design just adds to the atmosphere. Sure, [b]Dangerous High School Girls in Trouble![/b] is not for everybody. And it sure has its own share of flaws (there are some bugs, it's pretty unbalanced and there's only a few mini-games), but it's weird and addictive. Which is a pretty dangerous combination. If you know what I mean. I totally enjoyed my experience here. And it was quite a surprise for me. I love finding hidden gems in [b]Steam[/b]. And for me, this game is one of those.
DHSG looks like an incredibly old board game you'd find in your grandmother's attic. The combination of soft line art and what is presumably public domain ragtime music produces an odd feeling; partially like a glimpse of life nearly a century ago (or at least the popular culture of the time), and partially like watching an episode of the Twilight Zone you've never seen before. This is a weird game, with a clunky UI and a lot of RNG. But there's nothing else like it on Steam.
Dangerous High School Girls in Trouble has a bunch of interesting ideas floating around in a surprisingly big story for a game modeled on and taking most of its language from board games.
Firstly, I very much enjoyed and enjoy this game. It's quirky and just a little bit different However, it is heavily based around four minigames so if you don't like them, odds are you won't like this game. Sass aplenty, mischief aplenty and schoolgirls getting down and dangerous in the roaring 20's. A fun RPG, but perhaps a little too reliant on its minigames?
A pretty fun digital board game where you're a girl gang threatening people and flirting with people for information about accidents at school. Not hard to pick up, the mini-games are fun.
A surprisingly clever gem! Great 20's themed art style and writing style, and numerous mini-games to model a subtly complex set of stats, mechanics, and roleplaying options.
Dangerous High School Girls in Trouble! is a boldly unconventional indie title that blends satire, strategy, and narrative experimentation into an experience that feels more like an interactive social board game than a traditional video game. Developed and published by Mousechief, it sets itself apart immediately through both theme and structure, placing players in control of a gang of teenage girls navigating and subverting the rigid social norms of a fictional American town in the 1920s. Rather than relying on combat, reflexes, or spectacle, the game builds its identity around conversation, manipulation, and clever use of social pressure, turning everyday interactions into its core form of conflict. The premise centers on rebellion in a society obsessed with conformity. You assemble a gang of high school girls, led by a chosen “Queen,” each member defined not by weapons or magic but by personality traits represented as card suits: Popularity, Rebellion, Glamour, and Savvy. These attributes shape how each girl performs in different situations and mini-games, making party composition a strategic choice rather than a cosmetic one. Recruiting and managing your gang becomes a central pillar of the experience, as success often depends on having the right mix of talents to deal with the town’s authority figures, gossip networks, and hidden power structures. Gameplay unfolds across a stylized, board-game-like map of Brigiton, where locations act as spaces to land on and characters function as challenges or opportunities. Instead of combat encounters, conflicts are resolved through a series of social mini-games with names like Taunt, Flirt, Expose, and Fib. Each mini-game represents a different kind of social maneuver, and choosing the right one is often as important as winning it. These encounters feel playful on the surface but carry meaningful consequences, such as gaining influence, uncovering secrets, or risking the loss of a gang member. The system cleverly reframes social interaction as a form of strategy, giving weight to words and reputation rather than force. Narratively, the game is both humorous and surprisingly layered. What begins as lighthearted mischief gradually reveals deeper undercurrents of hypocrisy, repression, and corruption beneath the town’s polite exterior. The writing leans heavily on satire, poking fun at moral panic, authority, and societal expectations, while still allowing moments of genuine intrigue and emotional investment. Characters you meet are often exaggerated archetypes, but their stories and reactions contribute to a sense that Brigiton is a living, interconnected place full of secrets waiting to be exposed. Visually, Dangerous High School Girls in Trouble! adopts a deliberately rough, hand-drawn aesthetic that reinforces its board-game identity. The art feels worn and storybook-like, as though you’re flipping through a well-loved tabletop game rather than navigating a polished digital world. While this style may initially feel crude or unrefined, it becomes an integral part of the game’s charm, aligning perfectly with its playful irreverence and historical setting. The presentation prioritizes clarity and personality over technical polish, which suits the game’s design philosophy well. Progression is handled through experience and leveling rather than equipment or loot. As your girls succeed in encounters, they grow stronger in their respective attributes, allowing for more reliable outcomes in future challenges. This RPG-like layer adds a sense of long-term planning, encouraging players to think ahead about which skills to develop and which girls to put at the forefront of key interactions. The presence of collectible items, special rewards, and even boyfriends—who can provide bonuses or act as expendable resources—adds further strategic depth without overwhelming the core systems. That said, the game is not without friction. Its mechanics can feel opaque at times, and outcomes occasionally hinge on luck in ways that may frustrate players who prefer full transparency. The board-style navigation can also become tedious, especially during longer sessions, as moving between locations lacks the immediacy of more conventional exploration systems. Additionally, the game’s tone and structure are so idiosyncratic that players expecting a standard RPG or adventure experience may struggle to adjust to its rhythm. Despite these rough edges, Dangerous High School Girls in Trouble! remains a standout example of indie creativity. It takes risks not just in presentation but in how it defines conflict, agency, and progression, offering an experience that feels genuinely different from most games on the platform. Its strength lies in its willingness to trust players to engage with abstract systems, satire, and unconventional mechanics in service of a coherent thematic vision. Ultimately, the game succeeds as both a critique and a celebration of social dynamics, wrapped in a format that rewards curiosity, experimentation, and strategic thinking. For players willing to embrace its oddities and look past its lack of traditional polish, Dangerous High School Girls in Trouble! delivers a memorable, thoughtful, and refreshingly original journey that proves games don’t need violence or spectacle to feel rebellious, engaging, or meaningful. Rating: 6/10
I know of no other game that explains the current political situation in America so well and so clearly. You may scoff at this statement for the first few hours of play, but the more you learn about the mysteries of the town, the more you will understand.
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