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Updated Review: Finally was able to finish the game, completed all post-game content, beat the Task Master. Several thoughts: -I will lighten up just a little on the bugs, because even though they were numerous and twice caused inability to progress, the dev has been fairly responsive in fixing them. Kudos on that, although I'd have preferred they not exist to begin with. -Combat by late game became uninteresting, the playing field was way too cluttered with the daughter's side, the enemy side, and effect pillars. Everything basically devolved into tank and spank with AoEs to clear enemies. Effect pillars could have been interesting, but eventually became miserable with no way to maneuver around status fields or prevent them from spawning on you. I eventually just opted to tank the statuses and otherwise ignore them. A way to instantly skip past combats that would be considered trivial would have helped by the end, although perhaps that's just disguising the fact that combat became tedious by endgame. -I absolutely loathe the vitality system. The %-based costs mean that there's absolutely no sense of progression in the daughter being able to do more things as she progresses. In other raising sims like Princess Maker and Ciel Fledge, the daughter's ability to do more in a time period opens up more flexibility in her schedule. There is a sense of snowballing progression which is satisfying, that is absent here. Vitality in the field is absolutely wretched and I'm not shelling out to Lyla to buy her potions when the maps are so winding and vast and there are stamina drain tiles every couple of steps (plus there's no minimap, so larger maps are just going to have you wander around a lot). The ideal solution is to clear everything, then go back and tank all the vitality poison and statuses collecting the treasures, then clear it all off with therapy afterwards. -There is no way to change the standing portraits earned by character titles: the last one earned is the one always displayed. A way to switch them would be nice. -The budget system. I like the idea of encouraging players to use items rather than hoard them. The flip side of this is big ticket purchases like great guardians' shrines feel greatly devalued because the point when you can actually get your hands on one, it's unlikely that you'll actually need it, and it can't be stored when it's actually useful. It feels like there's a glut of too many life items that do similar things. In the first few years, this is fine, but as more items are added there's a bunch of redundancies in life items. Being randomly punished for buying things for your daughter feels absolutely awful. If she dislikes the item, that's my fault, but I'm to take a mood and/or condition hit because the dice said so? As prices scale, as with vitality, there's no sense of progression in being required to buy the daughter more expensive things in order to maintain the greater heights I'm supposed to be pushing her to. -Final point, storyline. Overall, not bad, but not good either. Quite predictable, eg: no big surprises as to who the Harbinger was. In that sense, it's okay, about what one might expect from a title. Bland porridge; it fills the belly and does what it needs to, but mostly forgettable. Liked: not so much the daughter replies based on her state (which should be expected of this genre), but the exact personality trait that caused this being highlighted. Did not like: constant fourth wall breaking, overreliance on pop culture references to make jokes. My biggest disappointment from the narrative, mentioned in my earlier review, is the railroading. Overall, the game doesn't feel like a raising sim; it feels like a VN with raising sim elements like Long Live The Queen, only with fewer decision points. The sensation of being railroaded is perpetually there, with the inability to end week without participating in that week's storyline. The expectation coming from other titles in this genre is that there's a wide variety of differing storylines that I can participate in at will. Even the main story is perfectly skippable in Princess Maker 5; you can just make your daughter a quiet homebody. You expect tons of possibilities for endings from everything from Queen of the Five Realms to crime boss to just being a humble farmer. There is absolutely no sense of that in this game, everything's set for the daughter. She's going to be a guild member, go on these adventures that are preplanned for her, and you're going to enjoy this on-rails storyline. Is she going to fight in the tournaments? Of course she is, because you must. I as the player don't get to make the decisions about my daughter, which defeats the expectations set by the genre. Both the daughter as a character and the player are purely reactive; there's no sense of going out to find things for oneself, to explore, to set one's own goals and be able to back off and come back later when one's stronger. It's not necessarily a bad thing in and of itself, but coming with the expectations set by the genre that one is trying to attach to, the lack of player agency in the daughter's choices and fate is stark. It's not a raising sim, it's a visual novel. If it sold itself as a visual novel, I wouldn't have problems, but attaching a title to the genre means expectations come with it. Neither is there any payoff for making it to the end. No ending cutscene(s), no CG of your daughter's fate, just several lines of dialogue thanking you for playing the game. Sure, this isn't Gainax here, but even an indie product like Lullaby Days can put effort into ~70 different endings, or Ciel Fledge, which had like 13 endings. One ending to the game, and it's unsatisfying enough to provoke me into writing this review. -Conclusion: Despite credit being where it's due, my earlier review of not recommended stands. As the player, I don't get to make meaningful narrative decisions about the daughter, which defeats one of the big selling points of raising sims: to raise the daughter and see how her future turns out. Instead, I'm saddled with the tedium, with no emotional payoff either in the satisfaction of seeing her get stronger, since everything scales, or having a satisfying conclusion as to her fate. I can't have her just be a regular person. I can't have her take over Winston's farm and live a simple life. I can't turn her into a councilwoman and rub shoulders with Anne-Marie every day. I can't have her marry Dimitri and build Joe's family business together. I can't have her join the bandits and become a menace. I can't have her become the head of the church after Julius steps down. I can't have her embrace the corruption and become a queen of destruction. I can't have her agree that Victor is doing the right thing for Parcel and become a crime boss. These are the kinds of things I expected from this game when I bought it, because it calls itself a daughter-raising sim, and was thoroughly disappointed by.
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Im far from being finished at the moment, but I really like it so far. I like Princess Maker games in general and this one feels a lot like Volcano Princess, which is very good. Kinda sad that this game has so little public awareness. I also only saw this game accidentally while searching for a different one.
I’ve played my fair share of raising sims, and Guardian's Guide has kept my attention so far. The art style is cute and charming, I’m only at year 3 with plenty of gameplay still ahead. The strategy aspect is solid; managing energy, happiness, money, and completing quests within the dungeons scratches my brain v nicely. There are a variety of paths you can take to raise your daughter and the long-term goals you can aim for, like earning "Titles." It feels like there’s a lot of replayability here. I’ve already put in several hours and plan to put many more. The gameplay is a mix of sim management—like shaping your daughter's personality, job skills, and weekly budget—and RPG elements such as exploring dungeons, looting treasure, and fighting enemies with turn-based combat. The dungeon crawling starts off tricky, but once you figure out your accessories and weapons, it’s much more manageable. The visuals are cute, and the music is enjoyable, there are some lil bugs floating around but it’s only been released for a few days. That said, the dev seems on top of things with regular patches, so I feel confident it’ll get there eventually. If you’re into raising sims, strategy, or indie games, this one’s worth a look.
I like games in this genre, that being said I think this one needs a bit more polishing. The dialog feels as if it is a translation or its meant to be funny in a way I was just not finding funny (poop hands??). The start of the game has you clicking through a long introduction of all jobs and its skills. I did not personally like this, I feel it would seem more natural to introduce the jobs as you do them rather than all at one. I also didn't find the menus to be intuitive. icons on the dialog boxes indicate shift and control will speed up the text, however clicking those buttons didn't seem to do anything? Another issue I had was with selecting items, I found it was unclear if you were clicking it or not. For example I found a "junk ring" and went to equip it, when I selected it in the equip menu it did not appear on my daughter instead hitting the "remove" button equipped it? I also found the budget a bit unforgiving with that same issue. It would be nice if you could re-select you choices in the budget if you had not yet done anything that week similar to how it is in the Princess Maker games. On a positive note the art for this game is well done, as is the music. If you are able to tolirate the menu system this is a fine game, I just feel it needs a bit more work at this stage.
i marked recommended on this review but allow me to say it first , its borderline NO ! i has followed the developer's website for about 1 year and waited for game release on the scheduled release day i was counting hours for it to get released . for starters, its less of a rising simulator and more of card battler, turn based combat game lets delve into the game after all that hype the only thing i can say about the game is that its " illusion of free choice" there is a guild and there are quests under 3 different categories, but the categories are so irrelevant that you could just have a quest tab and be done with it, the main point : you have to accept quests as they come , and you have to complete the quest right after accepting it with no way to postpone it to at least prepare a little , so with a little bad luck if you got a boss request and had no money for next tier items , either you had to load from a few weeks ago and prepare( IF you have saved in a different slot and IF you could secure the money we'll get to it later ) or you had to kiss your progress goodbye since you couldnt progress the game if you couldnt kill the boss . the combat is acceptable, you could equip your party with attack gear / armor / talent / necklace and skills / attack gear and armor were just plain stuff for you to click since there is only 1 item per tier and they become available yearly and next tier is always better than previous without any backside , so you just buy new armor, equip it and wait for next tier to be available on the shop . talents and skills were the best parts that you could work your strategy around with them and main way of escaping boredom . about the over world , the combat can be fun at first but starts to get boring and unrewarding as game goes on since you dont get exp and level up i played most of the game on challenge mode but some bosses were unbeatable on that mode . about the stat rising , you can rise stats by working or reading books , the stats which books provide are a den of bugs and i dont even talk about that , the stats which jobs offer are pretty low and unbalanced ( a work which increase both int and str ?! ) on top of that you can keep on working in same place to only focus on certain stats and game forces you to work at least 6-7 different jobs and as i said they were not even that much impact full since your main stats were gained from equipments . there are no ways of following story of certain some one and you had to patroll around the village every week and see all the events with every one . and finally developer tried to add some value to replayablity by adding titles with so high bars that you can get 1 out of 8 ( i guess ? ) per play which is not satisfying at all when game is this long .
Still only in Year 1, but so far I have been impressed with the amount of paths you can choose to raise the daughter, as well as the many long-term goals you can work towards ("Titles"). Played for 4 hours at the time of review and am in Year 1 Week 13, so it looks like you'll get a lot of content from each playthrough. The visuals are gorgeous, the music is very pleasant, and the gameplay is a pretty satisfying hybrid of sim management (determine the daughter's personality growth, job proficiency and weekly budget) with RPG elements (explore dungeons, loot treasure and fight enemies with a turn-order styled combat system). The UI could have some small quality of life improvements, but the developer has been all-hands-on-deck patching the game since release which is great to see. But still enjoying it!
I'm a huge fan of Princess Maker games, so Guardian’s Guide immediately caught my attention and stayed on my wishlist for a while. Sadly, after playing it extensively, I find myself rather disappointed, because of its excessive length. I’m one of those players who rarely buys games, but when I do, I commit to finishing them. So far, I’ve spent over 14 hours in Guardian’s Guide, and I’m still only in Year 2. As a working adult, I can only play on weekends, which makes the slow progress even more frustrating. For comparison: Princess Maker 2 takes me a full day to complete; Princess Maker 5 took a bit longer, but I ending is still manageable over 2–3 days. In this regard, Guardian’s Guide feels much more like Ciel Fledge... another game I found overwhelmingly long. The game plays much more like an RPG with sim elements rather than raising sim. If you’re buying this game hoping for a raising sim experience, prepare yourself for something very different. That said, the visuals and music are quite good. The art is polished and charming, and the soundtrack is cool. Production-wise, it’s a solid effort. Verdict: Guardian’s Guide is more of a slow-paced RPG than a classic life simulation game. If you’re into long-term grinding (and don't forget the story after one week of not playing), you might enjoy it. Update after 65 hours of gameplay: I genuinely tried to finish the game, despite my frustrations. Along the way, I encountered a number of technical issues: unclickable dialogue options (resolved by exploring and returning), occasional battle freezes (resolved with compulsive saving). Nevertheless, I finally reached the end of Year 5. However, at this point, the game refused to load my save file. I attempted multiple reloads, but unlike earlier glitches, this issue proved persistent and unrecoverable. The inability to continue (after investing 60+ hours!!!) is not only demoralizing, but unacceptable for a complete product. Had this been an early access title or a known WIP, such instability might be forgivable. But in its current state, Guardian’s Guide feels poorly optimized, undermining the long-term investment it demands of the player. Ultimately, this experience leaves me deeply disappointed.
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