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Guardian's Guide Dev Blog 3: Budget and Personality
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By dre

Greetings, this is the 3rd development blog for the game Guardian’s Guide. If you are new to this series you can check out the first blog here. On the second blog we went over the home screen. In this blog we are going over the budget and personality screen.

Most of this information is covered in the video so I will just highlight the important parts.

The budget system is a method for directly influencing the condition and mood of your daughter each week. The default budget is Budget Plan 100. Any deviation from this will multiply the cost of the budget. For example, Budget Plan 50 is half the price of Budget Plan 100. Likewise, Budget Plan 150 is 1.5x the price of Budget Plan 100.

Adding food is a method to predominantly affect her condition. If you were to add a healthy food for instance, her condition might increase. Or if you were to add sweets, her condition could decrease. But this might also result in her mood improving.

Adding hygiene products equally affects her mood and condition. To put it simply, the higher-quality the products you use, the better it will affect her. 

Adding housing products predominantly affects her mood.

Assortments work like a wild card. You can add either food, hygiene or housing products into assortment. There are also specialized items that can only be placed into assortments.

Along with affecting mood and condition, some of the items will affect other stats. For instance, a certain food item might increase your stamina for the week. Or a certain hygiene product might increase your chance of getting a bonus on a particular job.

The food, hygiene, and housing products have what is called a shelf life. After a fixed number of weeks the products become useless and you can no longer use them. Food has the shortest shelf life, they are consumed in a single week if used, but generally only last between 1 and 3 weeks if not used. Hygiene products will last between 1 weeks to 8+ weeks. (depends on the quality) Housing products have the longest shelf life but have a tendency to break if used consistently. Both Hygiene and housing have their shelf life consumption doubled when in use.

If a product becomes useless you will be able to sell it to get at least half back of what you paid, so it won’t be a complete loss. But you should be cautious of what you buy to not waste your money.

The window on the right controls the personality of your daughter. It’s a pretty simple and straightforward approach. You just set the attributes you want to develop and each week it goes up by a fixed amount. 

As your daughter grows the personality traits begin to reveal themselves with each new situation she’s in. For example, If you’re in a situation that involves saving your life or helping another, you might get a unique menu option that will only show up if you put points into “altruist” or “narcissist”. Likewise, your daughter will begin to say things on her own purely based on the personality traits you foster.

As I mentioned in the video, there is no punishment or reward for choosing one trait over another. So just pick whatever you want and have fun with it.

Once the personalities reach a certain threshold you will unlock a unique title. These titles will provide unique rewards such as illustrations, upgrades and special events.

The button to the top right showcases the job proficiency. The longer you work a job the higher the proficiency increases. I will go into more detail when I start showcasing all the jobs.

That covers all I want to discuss for this monthly blog. As for the next month, I’m uncertain what I want to discuss next. It will most likely be some of the general screens like Supply and Activities.

Regardless of what comes next, if you want access to the information before it appears in the monthly update consider becoming a member at Your support will directly help with the development of this game and future projects.

That is all I have for this update, until the next one, stay well my friends.


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