Fairy Knights
The new dynamic puzzle RPG! Hit the road with cute heroes!

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Your guests are animals. They have opinions. Mostly about each other. Run a cozy island hotel: cook, furnish rooms and work out who can share a wall without ruining everyone's night. Five stars is the goal. Peace is optional.
You take over a hotel that has seen better centuries. Your job is to take it from zero to five stars: sweep the halls, get breakfast on the table, furnish the rooms, and work out who can stand sleeping next door to whom.
Mornings belong to the hotel. Afternoons belong to the island. Evenings belong to the characters who live there.
Every guest is a species with opinions about the room next door. Put the wrong two together and nobody sleeps. Compatibility is not printed on a table anywhere: you learn it by hosting them, and everything you learn goes into a codex you keep for the rest of the run.
Ingredients are shapes. The pan is a board with holes in it. Every morning the tavern cook posts a different board and a different kit of ingredients, so breakfast is never the same twice. Cover the board cleanly and the dish scores. Leave gaps and the guests will remember.
Chop, mine, forage, fish and dig your way around the island, then craft at the bench in your own room. Furniture has a category that matters: floor, wall, on top of a table, or lighting. Every room is scored for decoration, so furnishing is a system you play, not wallpaper you pick.
Every islander has nine hearts. They fill red if you win them over and black if you get under their skin. Both directions progress. Both open quests. Both change what people say to you when you walk in.
The only bad outcome is being irrelevant to everybody.