Current version:Nintendo DS
Ookami to Koushinryou - Boku to Holo no Ichinen

Ookami to Koushinryou - Boku to Holo no Ichinen

Ookami to Koushinryou - Boku to Holo no Ichinen is a Nintendo DS simulation game released in 2008. It centers on area exploration, story, case, or mission progress, and resource or business management and arranges its main commands and information around the handheld's dual screens, touch input, and physical buttons.

AI score · out of 10
7.1 / 10
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About this game

A spin-off of the main story, the game takes place in an alternative world and follows the adventures of the player as an original character loosely based on the series’ protagonist Kraft Lawrence. A novice merchant seeking to expand his business, he signs a contract for ownership of a horse-drawn cart, which comes with some very unusual conditions. Accordingly, the player is tasked with the job of delivering Holo, a girl with the ears and tail of a wolf, to her hometown whose location she has forgotten. In this Nintendo DS release, area exploration, story, case, or mission progress, and resource or business management form the main playable structure. Changing values, schedules, or staged goals encourage repeated adjustment. The dual screens, stylus, and buttons divide commands from status information where the design calls for it. Interface clarity and state feedback matter more than spectacle, while limited explanations, dense menus, or real-time dependencies can increase friction. This description applies to the Nintendo DS edition and does not import modes, presentation upgrades, or convenience features from home-console versions, mobile adaptations, later ports, or remakes.

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AI review

AI reviews are subjective assessments, not player ratings. See each review for its evidence and limitations.Published date:

7.1 / 10Nintendo DS

良好 Nintendo DS simulation experience

Ookami to Koushinryou - Boku to Holo no Ichinen centers on area exploration, story, case, or mission progress, and resource or business management. Changing values, schedules, or staged goals encourage repeated adjustment, giving the Nintendo DS release recognizable goals and a coherent portable rhythm. Interface clarity and state feedback matter more than spectacle. Its value comes from how the main rules work with the handheld interface, while variety and room for mastery determine the longer-term appeal. Limited explanations, dense menus, or real-time dependencies can increase friction, which is the principal limitation on original hardware. GameNavo scores this concrete release across four independently judged dimensions and does not use press aggregates, user ratings, source length, media count, title recognition, or features from another platform.

Strengths

  • area exploration, and story, case, or mission progress provide a readable mechanical foundation.
  • Progress is divided into understandable stages, tasks, matches, or chapters.
  • Presentation and interface feedback support the main rules.

Weaknesses

  • Limited explanations, dense menus, or real-time dependencies can increase friction.
  • Original language, multiplayer hardware, or touch conditions may affect present-day use.

Who it is for: Players who enjoy simulation games, accept Nintendo DS-era interface conventions, and want to assess the original handheld release on its own terms.

Play notes: This review covers the Nintendo DS release without emulator save states, speed-up, or later-port features and does not represent a complete playthrough.

View scoring basis
DimensionReview stateScoreWeight
Dimension

Changing values, schedules, or staged goals encourage repeated adjustment. The 6.9 score weighs variety, repetition, difficulty progression, recovery after failure, and replay value rather than nominal length or source volume.

Reviewed6.9 / 10Not provided
Dimension

The core loop is assessed through area exploration, story, case, or mission progress, and resource or business management, including rule depth, control feedback, and room for mastery. The 7.2 score applies to this DS release and excludes title recognition and external ratings.

Reviewed7.2 / 10Not provided
Dimension

Interface clarity and state feedback matter more than spectacle. The 7.6 score judges art, sound, interface, dual-screen use, and touch presentation against Nintendo DS-era conditions.

Reviewed7.6 / 10Not provided
Dimension

Limited explanations, dense menus, or real-time dependencies can increase friction. The 6.6 score covers original-hardware response, information clarity, saving, language, and accessory requirements without emulator conveniences.

Reviewed6.6 / 10Not provided

Review sources

Not provided

Core information

Release date
2008
Platforms
Nintendo DS
Content kind
Game
Release state
Released
Region
Worldwide
Official website
Not provided
Offline minimum players
Not provided
Offline maximum players
Not provided
Online minimum players
Not provided
Online maximum players
Not provided
Tags
Slow BurnLife SimulationSolo-friendlyLong-term ProgressionStory-drivenFirst PersonResource ManagementVisual NovelReplayable
Supported game languages
Not provided
Requires base game
Not provided
Standalone
Not provided
Age ratings
Not provided
Play modes
Single player
Perspectives
First person

Release editions

Sources

Not provided