I've spent a good amount of time with the game so far and have thoroughly enjoyed it. I haven't played, let alone enjoyed a mobage like this in years. Kitase's team did a phenomenal job. Here's a synopsis/review? of the game for those interested but haven't played.
Gameplay:
Mobius was developed on FFXIIILR's engine, but it was completely optimized for mobile. Everything just feels /right/
FFM does well to not suffer from the awkwardness that most mobage tend to run into, by maintaining a simple interface in combat: Tapping the screen does Melee attack. Holding the circle near HP opens the Element Drive window, tapping the icons on the right-side of the screen (when highlighted) activates abilities.
Soundtrack:
Suzuki composed, so the OST here is nothing but amazing BGM after BGM. It's also very diverse, multiple field battle themes and boss themes. I'd remain idle in battles just to take in the music lol.
Story:
I'll refrain from speaking on this as I don't want to spoil for those playing. But even so, I'm still very early in game so I couldn't say much anyways.
TL;DR: Game is good
Gameplay:
Mobius was developed on FFXIIILR's engine, but it was completely optimized for mobile. Everything just feels /right/
FFM does well to not suffer from the awkwardness that most mobage tend to run into, by maintaining a simple interface in combat: Tapping the screen does Melee attack. Holding the circle near HP opens the Element Drive window, tapping the icons on the right-side of the screen (when highlighted) activates abilities.
- There's a great depth of strategy involved in Mobius, it essentially follows the pattern of battle present in FFXIIILR: Exploit enemy vulnerabilities to achieve "BREAK" (Stagger).
- You get 3 moves per turn, it's not ATB based, nor real-time like XIIILR was.
- Auto-Battle is a thing for those who want progress with low immersion/effort.
- You can set different skills to use outside of your basic melee attack by customizing your Card Deck.
- Skills in battle cost a set amount of Skill Seeds to use. You build up skill seeds by landing melee strikes on your opponent, the amount/element of seeds you get is RNG. How you spend the skill seeds is where the meta-game shifts a bit.
- Skill Seeds can be used for attack skills/magic skills, they can be used for general buffing called "Element Drive", or simply used to heal HP. Alternatively, unused skill seeds go into your inventory after battle and can be used for ability synthesis.
- Character ability customization is very reminiscent of KH:CoM in that there is emphasis on deck-building. For each deck (maximum of 3) you have 5 card slots. The first slot is always reserved for job/class card. The remaining slots are reserved for abilities.
- Overworld (outside of dungeons) acts as the hub for you to interact with the profiles of other players.
- Stamina based Mobage. Stamina drops after each battle, but leveling up raises stamina. When low on Stamina, you have to wait a set amount of time for it to refill (Typical mobage stuff).
Soundtrack:
Suzuki composed, so the OST here is nothing but amazing BGM after BGM. It's also very diverse, multiple field battle themes and boss themes. I'd remain idle in battles just to take in the music lol.
Story:
I'll refrain from speaking on this as I don't want to spoil for those playing. But even so, I'm still very early in game so I couldn't say much anyways.
TL;DR: Game is good