Game has quite a number of confusing design choices.
It can't seem to make up it's mind if it wants to be a base management game or a trainer game. Likewise, there are design choices that gave it neither a macromanagement nor micromanagement focus.
The game's generally designed around the player building a sizeable household quickly (Being urged along by a pointless time limit and all) but there are no meaningful gameplay loops or features pertaining to the macromanagement of the estate or it's inhabitants so it kinda falls short as a management game.
"Training" is extremely simple as it lacks the careful micromanagement atypical of trainer games but the game still requires you to go through an extremely unintuitive process just to make a character useful after sticking them into a sweatshop and accumulating the necessary XP points to make said character useful.
The game was clearly designed to let the player churn out obedient characters on the fly but it's consistently inconvenienced by the need to provide some half-baked illusion that it's a trainer game - spamming "Finish Turn" and delving into each individual characters' page just to check some boxes isn't exactly fun and the game would be far better off with an organic "fall state" feature.
The default upper limit of residents you could have is 30 but that doesn't really make sense considering the aforementioned problems and general lack of meaningful flavour events/interaction option.
There's also a certain focus in base management and resource accumulation/automation but the player still has to play an active role in gathering specific resources to further justify the combat & dungeoneering aspects of the game (Along with the story) but the misfortune is that the combat, like the other two aspects of the game, lacks depth.
Combat + Dungeons being this basic would've been fine if the game had a solid foundation to stand on when it comes to base management or training but the game just ends up being kinda "meh" all around.
Not to mention engaging in all three aspects of the game just boils down to cramming your characters into a sweatshop and spamming "Finish Turn" till you have the necessary amount of XP/materials/points to do anything.
Still think it could potentially good after a few updates but the game needs some serious QoL changes (Being able to create equipment presets, form separate Groups so it'd be easier to equip/send them out on parties, characters automatically becoming obedient/compliant after a certain threshold, roles like Forge/Alchemy/Sewing being able to gain a little XP even if they're not producing anything etc.) and the dev needs to pick a lane as to which aspect of the game they want to focus on.