Princess Maker Go!Go! Princess
- December 23, 2019
- CFK Co., Ltd.
- 100h median play time
The elements of the Princess Maker series remain intact! The ability status is up through various events, training, and part-time jobs in the field! Rival, study, part-time job and love.... The tumultuous eight years will begin on the board! Only the dice knows the destiny! Uzu and Cube The navigator to help your daughter. Throw a dice and go on an adventure with the friend who will decide your d…
Reviews
- The game is easy to learn and can be fun when played with friends, providing a casual board game experience.
- It features a variety of mini-games and scenarios, which can make for interesting gameplay.
- The game is small in size, leading to quick loading times and responsive gameplay.
- The translation is poor, making it difficult to understand the game mechanics and objectives.
- There is no tutorial or manual, leaving new players confused about how to play and progress.
- The playerbase is largely inactive, and the game suffers from broken achievements and a high price point for its quality.
- story7 mentions
- 14 % positive mentions
- 43 % neutral mentions
- 43 % negative mentions
The story aspect of the game is minimal, with a focus on gameplay rather than narrative depth. Players engage in quests primarily for relationship points, but the randomness of quest locations can lead to extended turns without significant story development. Overall, the narrative is considered secondary to the mechanics of the game.
“The quest spot location is random.”
“To be honest, the translations are still acceptable and aren't really that important, since there's less story and more gameplay here.”
“Expect to find players spending 5-12 turns to land on the quest zone.”
“On the last turn, the game still plays until the last quest has been claimed by someone.”
- gameplay5 mentions
- 60 % positive mentions
- -20 % neutral mentions
- 60 % negative mentions
The gameplay is characterized by a simplistic loop heavily reliant on luck rather than skill, leading to a repetitive experience without anti-stall mechanics or timers. While some players find the extensive online play surprising, the overall focus remains on gameplay rather than narrative depth.
“To be honest, the translations are still acceptable and aren't really that important, since there's less story and more gameplay here.”
“The game doesn't have any 'anti-stall mechanics' or timers.”
“(also, what??? who in CRK expected people to play this game over 100 times online? that's over 100 hours of gameplay, that's insane.)”
“The gameplay loop is very simplistic, as the majority of the game is based on luck and lacks real skill.”
“Firstly, the gameplay is heavily influenced by luck.”
“The game doesn't have any anti-stall mechanics or timers.”
- monetization1 mentions
- 0 % positive mentions
- -200 % neutral mentions
- 300 % negative mentions
Reviewers criticize the monetization strategy, citing an unreasonable game price and a lack of advertising as factors that detract from the overall value.
“The game's price is unreasonable for what you are getting, and there's a lack of advertising.”
“The monetization strategy feels exploitative, making it hard to enjoy the game without spending extra money.”
“I feel pressured to spend money to progress, which ruins the overall experience.”