
Meet Mina! She's a landmine girl! That means she's cute on the outside, but dangerous on the inside! But maybe she's the kind of danger you've always been looking for. This is a rogue fast-love dating sim. And the only sim that teaches you to be nice to girls. Or else.
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開発者メモ:本作は日本語にローカライズされていますが、完璧ではありません。
ご意見・ご感想をぜひお聞かせください。

What is this?
The second Jeistar game! Still Rogue, but with dating! You just need your mouse.
So you pick choices then get different endings?
Yes! 32 Endings. It's a dating Sim so the endings range from a happy marriage to heartbreakingly humiliating.
Who in their right mind would want to date a girl like Mina?
A lot more than they'd like to admit.
How is this different from other dating sims?
The writing is likely 100% better and more realistic. The music is always better than it needs to be. The solo dev's heart has been in a lot of places...This is one of those games made late night.

This is a dating sim
This game showcases the mind of Mina, a troubled landmine girl who is desperate to find love. She fears loneliness, yet detests most of society as she always felt alone in her heart. Friends and relationships were either conditional, rocky, or troubled with bad-timing or conflicting desires. You're a nameless player who asked her out. She's giving you 5 dates to win her heart.
Images and Words are mostly what you will experience, but there is a nice signature Jeistar soundtrack accompanying it. Mina is also voiced by Luxmain, and each ending of the 32 endings have their own unique outcome. It's a dialogue heavy game for those who like a quick, good read. The overall structure is a mixture of rogue and chance. There are actually 32 dates total, but each playthrough gives you 5. A lot of replay value. You can take it fast or slow. No really. You wanna speedrun a playthrough under 2 minutes by rapidly clicking away? Be my guest. There are 64 achievements based on endings.
Mina has lots of outfits, reactions, and things to say! Just like a real girl! AND if you screw up, she will hurt you. Unlike other dating sims where you can hurt or manipulate the girl, THIS TIME, THE GIRL CAN HURT YOU!

She doesn't want drama, yet creates it. She wants loyalty, yet teases you. She adores commitment, yet vividly remembers past lovers. She embodies a lot of ourselves when we feel anxious, lost, or wanting to be a child again. Where loves feels magical and can heal anything. Whether it be our hearts or past trauma. Basically, she's a character with a lot of lore and Lore Drops! And you need to do is listen and pick the appropriate answers to boost your stats with her. Will she change? Probably, but it depends on how you are with her.
She's a very interesting character, and even if you hate her, you want to know what she says next.

Landmine Princess is fully aware of actual dating vs Dating Sims. There are stats up on your screen that tells you how you're doing. As each date progresses, those stats change. But you're not going to care about the stats, because your eyes need to be on Mina.
Every date with Mina is a series of discussions in between date activities. At the end of each activity, Mina asks you a question. They can be dumb. They can be relationship-defining. They will change your stats.
You don't have to worry about inventory. Gifts come and go. You don't have to check logs. You just have to live in the moment and deal with serious questions that defy how you see yourself, Mina, and the future. This is is a dating sim that cuts through the nerd BS and gives you serious questions you'll likely run into in a real dating scenario.

This is a game about dating in the 21st century...sorta.
Actually no.
I want to say it's about love.
But I'm a solo developer, and I just live a different life. And I probably see love differently.
I always saw love as this childlike wonder thing that washes everything away. But the real world doesn't work like that.
But then there is that feeling that maybe love like that is real when you meet someone you like. But I guess if you're pessimistic, cynical, or have a massive hate-boner for spirituality, you'd simply interpret it as a change of behavior and some chemical reactions in the brain based on the context of our childhood, past experiences, etc.
PS: As I'll update the game throughout its lifetime. Reach out to me in discord if you have any concerns, etc.
UPDATE 06/05/25: Thank you all for your overwhelmingly positive reviews! it means a lot! I added eight more dating scenarios, bringing the total to 40. I will be updating this periodically! So please buy it and support me :)
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Languages: English*, Japanese*languages with full audio support
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
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Reviews
This game is like a fever dream, you just never know what's gonna happen next. 10/10 would play this drunk or sober.
[h2] 고작 그 정도 데이트도 못해내냐? 야 비켜봐라 내가 ....어? [/h2] 한밤의 거리에서 만난 건드리면 큰일 날 것 같은 지뢰계 느낌의 여자. 그녀는 나에게 조금도 관심이 없어보이지만 끈질기게 그녀에게 자신을 어필해본다. 그녀는 자신이 무척 귀엽고 예쁘지만 조금 '이상하다'고 하면서 '나' 역시 그러한 사람이라 한다. 무슨 변심일까 , 그런 그녀가 나에게 기회를 준다. 그녀가 나에게 준 기회는 단 5번 그녀가 준 5번의 데이트 기회만으로 그녀의 마음을 바꿔야한다. 하지만 그녀는 정말 '이상'했다. 그녀와 만날수록 점점 그녀의 마음을 파악하기 어렵다. 과연 나는 그녀의 마음을 바꿀수 있을까? 게임은 다양한 선택지가 존재하는 글리치가 가득한 아트스타일이 돋보이는 비쥬얼 노블게임이다. 모든 선택에는 감정 스테이터스 변화를 수반하며 이는 화면 최상단에 8가지 감정수치로 확인 가능하다. 내가 선택한 결과에 따라 최종 5번째 데이트 이후 엔딩이 갈리는데 이 엔딩이란 것은 어느 선택지를 골랐는가 뿐만 아니라 그동안으로 쌓인 감정들의 수치에 따라 나뉘기도 한다는점이다. 같은 선택지를 골랐더라도 그녀의 감정 수치가 다르다면 다른 엔딩을 불 수 있다는 이야기이다. 게임 시작 시 게임의 방식을 조금씩 결정지을 수 있는데 -그녀와의 데이트에서 특정한 대화를 이끄는 아우라 3가지 -그녀와의 대화 난이도 자체를 결정하는 풍부함 요소 3가지 -3번째 옵션은 내가 본 엔딩이 좌라락 나타나는데 굳이 신경 쓸 필요는 없다. 아우라와 풍부함 요소는 고민된다면 랜덤을 선택해서 조합해서 플레이해도 좋다. 이 게임은 로그라이크 방식이기 때문에 한번 엔딩을 보는데 보통 20분내외로 가능하다. 한 10가지 정도의 엔딩을 보고나면 사실상 대화라던가 데이트 방식은 전부 겪어본거라고 보면된다. 그러한 이유로는 1번의 데이트당 4가지가 정해져있으며 그 안에서 나오는 약 3번의 선택지의 대화문은 사실상 거의 비슷한 방식이다. 어느 상황에 따라 선택한다 하더라도 결국 같은 대화가 반복되기 때문에 제작자도 본 대화를 스킵하는 버튼을 아예 배치해두었다. 물론 대화가 긴 편은 아니기에 그냥 클릭을 몇번 다다다다 하면 바로 선택지가 나오기 때문에 굳이 스킵할 것까지는 없다. 이 게임이 재미있는점은 게임을 완전히 종료하지 않는다면 엔딩을 보고나서도 새 시작시 그녀의 감정 스테이터스 상태가 그대로 승계가 되며 , 원하지않는다면 이 수치를 다시 모두 0으로 리셋하고 플레이도 가능하다. 그리고 특이한점으로 게임 플레이시 왼쪽 상단에 그녀가 나에 대해 생각하는 상태메세지를 표기해준다는 점이다. 그녀가 나에게 호감을 가지고 있다라고 표기되어있어도 선택하나 이상하게 하면 바로 변화해버리는데 데이트가 끝나고 다음 데이트로 넘어가기전 친구A라던가 지나가는 행인 등이 이런부분에 대해 지적을 한다. 처음에는 이런 부분을 신경쓰며 플레이하지만 나중에는 엔딩을 보기위해 더 나락으로 가려고 애쓰기도 하였다. 이런 여러 부분들이 게임을 다회차로 이어가기에 재미있게 해주는데. 엔딩 10가지 정도를 보면서 천천히 느껴지는 점으로는 결국 엔딩 보려고 달리는 기분으로 바뀐다는 점이다. 처음에는 그녀를 파악해보려고 노력하고 그녀의 감정변화에 대한 분석을 해보기도하는데 , 게임 한판 한판 자체가 짧기 때문에 사실 깊은 심리적요소나 연애에 대한 진지한 몰입은 없다고 보는편이 좋다. 특히나 이런 부분을 여실하게 보여 주는것이. 게임시작때 그녀의 패턴을 파악해보라는 제작자의 메세지와 옵션에서 대놓고 엔딩을 보기위한 감정 스테이터스 수치값을 공개해놓았다는 점이다. 하지만 굳이 엔딩 조건을 맞춰가면서 일일히 할 필요는 없다고 말하고싶은데 그러한 이유로는 거의 같은 선택지와 거의 같은 감정값이 나왔다고 생각했지만 매번 다른 엔딩이 나온다. 엔딩 수 자체가 상당히 많은데 옵션에 있는 공략으로 보면 이 수치가 서로 거의 차이가 없는 경우가 많다. 즉 정말 하나하나 수치를 수학적으로 다 계산해서 외우면서 하는게 아닌 이상 비슷한 선택지로 간다 하더라도 다른 수치가 나오고 사람의 심리상 이번에는 이러한 선택지를 해볼까? 하면서 조금씩 변화한다는 점이다. 이렇기에 정말 모든 엔딩을 기계적으로 보겠다 하는 심리가 아닌 이상 자유롭게 마음 가는 방향으로 플레이 해도 무관하다. 다만 하다보면 엔딩을 보는것에 집중할 수 밖에 없게되는 이유가 확실히 나오는데. 앞에서 설명하였듯 같은 대화의 반복과 정해진 선택지의 갈래 때문도 있지만 이야기 진행에 따른 엔딩이 서로 인과관계가 애매한 경우가 많다는 점이다. 엔딩을 보면서 거의 70% 이상은 어째서 이런 엔딩이지? 하는 마음이 생기는데 , 오히려 지뢰계 여자라서 이런 전혀 예상못하는 엔딩이 가능한것인가? 아니 그렇다면 지뢰계란 도대체 뭐란말인가? 하는 어이없음도 생긴다. 분명 그녀의 기분은 별로였고 감정적으로 좋지않았음에도 퓨어한 엔딩이 나온다거나 정말 그녀와 완벽하게 잘된거같은데 네토라레가 나온다던가.... 정말로 잘 짜여진 미연시 게임을 생각하는 사람에게는 이 게임이 여러 의미로 불만족스러울 것이라고 생각한다. 여러 엔딩을 보고 예측불허한 결말을 보는것을 좋아한다면 재미있을것이다. 게임 방식 자체가 로그라이크식이라 짧게 짧게 볼수 있다는 점이 결말에 대한 여운이나 이야기 깊이가 부족하지만 그와 동시에 짧은 시간안에 여러 엔딩들을 통해 다양한 희로애락을 느낄수도 있다는 점이 장점이다. 사실 대부분은 도대체 왜 이 결말이냐 하고 실소한것이 더 많았지만 말이다... 문제는 그게 재미있었다는 것이지. 총평하자면 랜덤성이 짙어보이지만 몇번 하면 패턴이 눈에 보이는 짧게 짧게 즐기기 좋은 비쥬얼노블. 독특한 아트스타일이 지뢰계 케릭터와 만나 더더욱 느낌이 살아난다는 점과 기괴한 느낌의 대화들과 불안정한 질문과 불안정한 대답을 통한 실시간 변화하는 그녀의 감정을 채크하며 다양한 결말로 도달하는 게임. 출시전부터 상당히 눈에 띄는 아트 스타일 때문에 플레이를 해본게임인데 의외로 마음에 들었다. 쏟아지는 지뢰계 게임들 중에서 확실히 색다른 느낌이 매력적이었으며 인과관계를 크게 따지지않는다면 예상치 못한 엔딩을 보고 실소를 터뜨리는 재미로 플레이 하는 맛이 있다. +추가 사항을 말하자면 NTR즉 네토라레 요소를 싫어한다면 플레이를 권하지않는다. 그리고 게임할때 화면 우측에 녹색 터미널 글자가 미친듯이 뜨는건 TAB키로 끄고 킬수 있으니 입맛에 맞게 플레이 하도록 하자. 언제든 끄고 킬 수 있다. 덤) 이런 여자 만나기 싫은데~ 하면서 일부러 데이트를 망쳤는데 어째서 그녀와 결혼에 자꾸 골인하는것이지? 이게 지뢰계의 위험성인가...? 이래서 지뢰계랑 아예 엮이지말라는건가? 그보다 자꾸 화면속의 그녀가 ㄺㅀㅁㅎㄴ
很酷的视觉小说,基本上玩法就是以刷结局为主,整体一局游戏的流程很短,可惜的是文本稍微有点晦涩,再加上满屏幕的字看的我实在是有些累,要是有中文就好了
Someone please fix me (I've got "Healing together" ending) :c
Spaghetti is wet jk, that aside, I think people who have enjoyed Serial Experiments Lain (I watched both the anime, also watched gameplays of the game online and also read the manga) might have a little better understanding of like the nature of this game, I know they don't relate to each other but you get what I mean, it is a bit trippy and I like exploring Mina's lore. also this is a visual novel, so I think people who have enjoyed visual novels prior might enjoy this a bit more or first timers would like to try out reading text and stuff and just clicking you can give it a try, else it might be a lil bit boring for some players. I am a bit menty b and depresso too after all.
Landmine Princess is an unusual and emotionally charged dating simulation that deliberately subverts the expectations of the genre by blending visual novel storytelling with roguelike-style repetition and consequence. Developed and published by Jeistar, the game centers on a single character, Mina, whose outward charm masks a volatile and deeply complex personality. Rather than offering a long, linear romance, the game presents a series of short, intense encounters that emphasize emotional awareness, intuition, and the unpredictability of human connection. From the outset, it makes clear that success is not about finding a single “correct” dialogue option, but about navigating shifting emotional terrain where even well-intentioned choices can lead to unexpected outcomes. Each playthrough is structured around a limited number of dates, typically five per run, drawn from a broader pool of possible scenarios. These dates are presented as focused conversations rather than elaborate set pieces, placing the emphasis squarely on dialogue and reaction. Mina’s questions and comments range from playful and lighthearted to probing and uncomfortable, often shifting tone without warning. This design reinforces the game’s central metaphor: Mina is emotionally reactive, and careless or overly calculated responses can trigger sudden shifts in mood. The short-run structure encourages experimentation, as players quickly learn that no single approach works universally across different situations. What truly distinguishes Landmine Princess is the writing of its central character. Mina is portrayed as self-aware yet conflicted, affectionate yet guarded, and capable of abrupt emotional reversals. Conversations often touch on themes of trust, insecurity, expectation, and self-image, giving the game a surprisingly introspective tone beneath its surface premise. The dialogue feels intentionally messy at times, reflecting real conversational dynamics where intent and impact do not always align. This approach gives the character depth and makes repeated interactions feel meaningful rather than repetitive, as players gradually uncover different facets of her personality across multiple runs. Mechanically, the game is intentionally restrained. Interaction is limited almost entirely to dialogue choices, with no traditional systems such as inventory management or mini-games to distract from the narrative. Beneath this simplicity lies a hidden web of emotional variables that track how Mina responds to your behavior over time. These systems are not fully transparent, requiring players to rely on empathy and observation rather than numerical optimization. While this opacity can be frustrating for players who prefer clear feedback, it reinforces the game’s thematic focus on emotional uncertainty and the difficulty of predicting another person’s reactions. Replayability is a central pillar of the experience. With a wide range of possible date scenarios and dozens of distinct endings, the game encourages repeated playthroughs to explore alternative paths and outcomes. Endings span a broad emotional spectrum, from hopeful and affirming conclusions to unresolved or bittersweet farewells. Rather than framing these outcomes as simple wins or losses, the game treats them as reflections of different relational dynamics, inviting players to consider how small conversational choices can ripple outward into significantly different results. Visually, Landmine Princess adopts a clean and expressive style that keeps attention on the characters and text. Mina’s character art is designed to convey subtle emotional shifts through expression and posture, which helps communicate tone even when dialogue is ambiguous. Backgrounds are understated and functional, ensuring that nothing detracts from the conversational focus. The soundtrack supports the mood with restrained, often introspective music that underscores emotional beats without overwhelming them. Occasional voice lines add personality and presence, enhancing the sense of intimacy during key moments. Despite its strengths, the game’s narrow focus will not appeal to everyone. Players seeking mechanical variety or a sweeping narrative arc may find the experience repetitive over time, as the core loop remains unchanged across playthroughs. The emotional intensity of the writing can also be confronting, particularly for players unprepared for abrupt tonal shifts or uncomfortable questions. However, these qualities are also what give the game its identity, distinguishing it from more conventional dating sims that prioritize fantasy fulfillment over emotional realism. Overall, Landmine Princess is a bold and idiosyncratic indie title that treats dating simulation as a space for emotional experimentation rather than straightforward progression. Its short, replayable structure, nuanced character writing, and willingness to embrace discomfort make it a memorable experience for players open to introspective storytelling. While it operates within a niche and demands patience and empathy from its audience, it succeeds in delivering a thoughtful and replayable exploration of connection, vulnerability, and the unpredictable nature of relationships. Rating: 6/10
this is the kind of art that only someone living in new york could envision. someone needs to keep an eye on those people and also on the unloved worm population
I wanted to like this game. The idea is cool, the aesthetic is cool. But the esoteric, obtuse, and chaotic nature of the game holds it back gameplay-wise.
it's alright. i like the aesthetic of it but the ui is awkward, as if there wasn't much effort put into it. i can't really tell if the game was written too well because while the heroine herself is pretty detailed the conversations never truly flow and there's not a lot of actual dialogue and the scenes are incredibly short. so you know, get the game to support a small creator but i don't think i would buy another game from the dev unless the quality is pushed up a ton in terms of writing, i haven't completed the game but from what i have played i'm not expecting anything much better.
honestly almost cried at one of the parts of the game bc it hit home, started at "ask not 'what is wrong with her', ask 'what fear have i fed'.." this girl is unironically just like me (minus the p*rn part), and i think of men all the same way.
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