princess-maker-2 game sourced
Princess Maker 2
A raising sim in which the player, as a father figure, schedules a daughter's training, part-time jobs, rest, and adventures from age 10 to 18, and her accumulated attributes decide one of 74 endings.
core loop
set three activity periods for the month -> training and jobs change attributes, money, and fatigue -> events and festivals test her attributes -> rest or vacation to prevent illness -> she ages a year -> at 18 her attributes select a career ending
design notes
Takami Akai designed the sequel to answer complaints that the original was repetitive, adding more reactions and events around a schedule-and-attributes core. Each month splits into early, middle, and late periods, each assigned to training (academic, artistic, religious, military, or magical), a part-time job, adventure, or free time, under a small annual income. Jobs unlock with age and pay promotion and streak bonuses, rival girls age alongside the daughter as benchmarks, and October festivals hold contests in martial arts, dance, art, and cooking. At 18 her attributes and history select one of 74 career endings, a branching-outcome model captured by the care-dependent-development mechanic.
relations
9 stored edgesAgent skills
Training courses and part-time jobs raise and lower her attributes; attributes gate jobs, decide October festival contests in martial arts, dance, art, and cooking against rival girls, and select the final career.
Care-dependent development
Eight years of scheduled training, jobs, and rest shape the daughter's attributes, and at 18 her attributes and history select one of 74 career endings.
Daily action budget
Each month has three activity slots (early, middle, late), so every period spent training, working, adventuring, or resting is a period not spent on the others.
Lifecycle and aging
The daughter ages from 10 to 18; jobs and events unlock with age, and the game ends at 18.
Treasury and budget
A small annual income pays for lessons, clothing, food, treatment, and shopping; jobs supplement it.
Career ladder
Repeating a part-time job leads to promotions, higher pay, and bonuses for unbroken success streaks.
Needs decay
Stress from work and training is relieved by free time, vacations, spa stays, or bed rest; poor rest management leads to illness and weaker performance.
Triggered event chains
Events and reactions fire on age, attributes, and season, leading into 74 career endings with retrospective sequences.
Turn structure
The month is the turn, split into three phases that resolve after the player sets the schedule.