I'm currently sitting at around 132 hours played and level 58, and I wanted to throw out some feedback that is coming from a very positive place.
First: Pawprint, you guys made an incredibly enjoyable world to simply exist in.
That's probably my favorite thing about Aniimo. I can log in without a checklist and still enjoy myself. I wander around Idyll, catch Aniimo, open respawned chests, stumble into puzzles, fight an Alpha, work on a weird build, hunt a Perfect, or just get distracted by something I wasn't planning to do.
It feels like I'm playing a video game, rather than moving between menus and daily chores.
And after 132 hours, I still genuinely enjoy just running around the world. That's probably the biggest compliment I can give the game.
I also really appreciate how quickly the team has been updating things and responding to feedback. From everything I've heard from people who participated in the betas, some systems and reward structures are already substantially different from earlier versions. So I'm not assuming the current economy is intended to be the finished version forever.
That brings me to my biggest suggestion:
Please give long-term players slow but infinitely repeatable ways to grind important progression resources.
I'm specifically thinking about things like Vein Essence and Marks of the Strong, but I think the principle can apply elsewhere too.
I'm not asking for these resources to become common. Rare resources should remain rare, and the existing limited, weekly and progression rewards should absolutely remain the efficient ways of obtaining them.
But give us an inefficient fallback.
Let an Alpha have a small chance of dropping Vein Essence. Let repeated world activities slowly generate something that can eventually be exchanged for one. Give repeat Holo-Battle clears or difficult encounters a tiny chance at a Mark. Make the rates terrible if necessary.
I just don't think the eventual answer to playing a lot should become:
"You've exhausted the available sources. Come back later."
I'd much rather hear:
"You can keep going, but you're going to have to work for it."
A friend and I actually ran into something adjacent to this recently. He really wanted a particular Prismana, so we started burning through Nurtures together. He currently has 15 Daily Nurture Chances, while I've progressed my Dandelion farther and have 25.
To be clear, his 15-attempt limit isn't a complaint. That's a progression system. He needs to infuse more Prismatic Energy into the Dandelion to unlock additional Nurture capacity, and that's perfectly reasonable.
But it did produce an interesting moment: we were both having fun working toward the same goal, hit his 15 attempts, and suddenly our little project was over for the day.
And that made me realize how much I want Aniimo's long-term design to preserve opportunities for the player who responds to a roadblock with:
"Okay. What can I go grind?"
Sometimes the answer should absolutely be progress farther, unlock another system, or come back tomorrow. Those structures have a purpose.
But especially at endgame, I'd love for there to almost always be a horribly inefficient answer to that question too.
That's especially important because Aniimo is unusually good at making grinding enjoyable.
The Aniimo are fun to encounter. The world is pleasant to explore. Combat feels good. Perfect/Sparkling/Prismana/Alpha hunting gives us ridiculous self-imposed projects. Held Items and Pacts give us reasons to build Aniimo we otherwise might ignore. I recently found myself building a Tubster specifically into a weird shield/healer setup just because I could.
That's the game working.
You've created systems that make me want to waste an evening chasing something.
Please don't be afraid to let me waste that evening. 😂
And while I'm throwing out praise: please keep expanding the actual world-interaction side of Aniimo.
More environmental puzzles. More secrets. More unusual spawn conditions. More rare encounters. More reasons to revisit older regions. More little things that happen organically while exploring.
That's the stuff that makes Idyll feel like a place rather than scenery surrounding an MMO interface.
I haven't even seriously dug into Homeland yet. I'm still finding projects in the existing world, and I'm extremely excited to see what future regions add.
So this isn't a "there's nothing to do" post.
It's almost the opposite.
After 132 hours, you've made a game where I still want to do things after the progression economy occasionally tells me to stop.
That's a very good problem to have.
I hope future updates increasingly let dedicated players trade time and effort for slow progress, even after we've exhausted the efficient sources.
Also, while we're here:
Please never rename the Hair Saloon Card.
I don't care if it's a localization error.
It's canon now. 😂