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To that I will add:
This game is light, breezy, fun, and cute. Interactions are remarkably to the point: a random NPC will have a one-sentence "I have a stomachache." and then the healing mode fight and then a one-sentence "Thanks! Now I feel better." It keeps from being boring by playing with and subverting where they're going with their maladies (Spider: "I have three legs too many." / "Now I have ten legs too many! Perfect!") but still holds true to an overall design philosophy of getting you in and out without wasting your time. In the unlikely event that you lose in healing mode, it just brings you back to the map screen where you're free to talk to that person and try again. Everything is set up to be a charming and fun little stress-free diversion of a game that you can get through in about half an hour to an hour.
Unless you play it on Master mode and especially if you want the Jealous Chest. Then it's a masocore action-based shooting challenge that I finally conquered, cackling madly at my accomplishment like I'd just been named the Guy, at almost exactly the six-hour mark.
Really, Princess Remedy in a World of Hurt is actually two entirely separate games, depending on whether you'd rather have fluff or a serious challenge. And both are excellent, by the way. The selectable difficulty and optional self-imposed Jealous Chest challenge leave it up to the player to decide what they want to get from this, but there's something in here for just about every playstyle. Also, it's free, so hey, you're not out anything if you don't like it, right?
Personally, I got 101% completion on Master because there is something so deeply wrong with me that I probably need Princess Remedy to heal it.
I went through my run trying my best not to marry Moonbunny because
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