I think this could actually turn into a really cool game. When I first saw this my immediate thought was something akin to Rouge Legacy. You have one hour to play the first portion of the game (or less), you enter a tower of your choosing, venture through collecting treasure and earning exp. until you reach the top where the princess is being held. From there you can chose to escape before the dragon comes and collect your dowry, OR use whatever time is left on the clock to venture into another tower and rescue another princess, doing so will only allow you a dowry from the last princess you save.
Lair princess: If you chose to go after a Lair princess, than you run through the first floor of a tower and into the Dragon's lair, which is much longer and more difficult than an individual tower, but contains more loot and a "stronger" princess. I think we should do away with the "You can't save a tower princess as well as a lair princess" rule. I think it should be possible as a much higher reward for a far more difficult play through, as you only have so much time to collect whatever you can, and doing so will risk forfeiting any dowries.
After you collect your loot and rescue your princess(es) you could perhaps enter some kind of RTS or Civilization like stage of the game where you manage your now acquired kingdom(s) and rule, dealing with the consequences of the kingdom's of whom you failed to save the princesses of. Along with going to war, you could even possibly make peace treaties or even allies with the other kingdoms over time, winning their favor for a while, but not their hearts.
The stats are fairly simple depending on whether the second portion of the game is an RTS (or like) like Civ, or more similar to the dungeon crawling segment of the game, where the Princess fights along side you.
Power: Strength/combat ability of the princess. (RTS): Strength of associated armies and troops.
Wealth: The money added to your own/gold multiplier while playing. (RTS): The general focus on wealth and ability to gain.
Love: This one is tricky for a dungeon crawler... perhaps EXP multiplier? (RTS): The equivalent of culture in Civ, mainly focusing on the love and dedication of the people.
Lust: This one, I don't even know for an action game. ...Well I do but it wouldn't be appropriate. (RTS): Tricky as well, perhaps something to do with possible heirs to the kingdom?
There are definitely a ton of kinks to work out, and things to go over, besides, I only thought about this for a few minutes, but during that time I came to the conclusion that with enough thought and work, a picture that seems more like a joke than anything could turn into a really interesting, fun, and unique gaming experience. Your thoughts?