>>1825332
> Finally, circling back to the original question—does gameplay depth really matter in anime style games?
> I still believe the reason people feel these games aren’t fun anymore is because they’ve become like Ubisoft-style open-world checklists: formulaic, repetitive, and exhausting after too much exposure.
> That’s why many of the newer games being tested are trying to differentiate themselves through long-term progression systems or quirky gameplay mechanics.

> AP is clearly experimenting with a new blend: beautiful girls + Palworld-style pet systems + Clash Royale-style card battles.
> Beyond the 3D modeling and animation, the combat feedback and polish require serious technical refinement. Personally, I think the stat balancing and strategic depth of Qibo card battles also demand real experience to get right.

> This test only revealed the framework—many details still need work.
> I’m genuinely curious to see how the dev team will prioritize production resources, whether they can reduce grind, and whether Qibo battles can evolve into a truly standout feature.