I don't think my time has ever been so egregiously wasted. 10 weeks in, the princess goes into a forest, fail a stat check, and is sexually assaulted. That sucks, shouldn't do that again. 30 weeks in, she returns to that forest, fails a stat check, and gets her throat cut. Why did she return to that forest? Why did she go alone, without a guard, especially considering she'd already convinced an advisor to be a bodyguard/lady protectress? Why doesn't the developer use the Signs feature to determine what actions the princess does on her free week; does it make sense that a intelligent, demon-channeling princess would go skipping into the woods where she was sexually assaulted a few months prior?
This game is almost enjoyable, and I think the idea of having only influence on what choices the protagonist makes, rather than making them yourself, is interesting. Sadly, the obnoxious RNG, nonsensical (not all the time, but far too often) decision making, and the, frankly, juvenile prevention by the developer of reloading saves in the hopes that the princess makes different decisions all make this game a chore to play.
Improvements: Remove the RNG element of the princess' sign card selection: if she has the proper card, she plays it. You (dev) could balance this by further limiting the number of sign cards that be stored. This emphasizes more strategy and attention-paying on the players' part, as they can better plan for success by taking note of different advisors personalities and the calendar dates on which meetings with them take place. No more having 4 thoughtful cards and 3 cheerful cards and rolling any and every other card in your deck when you needed just one thoughtful. Also, make reloading saves useful for more than just passing stat checks. You might think savescumming is lame, but wouldn't you rather people replay your game, albeit in a way you dislike, rather than never playing again out of frustration?