The system reads fine for what it is, but is skimpy on anything concrete.
I like the system of assigning a die per stat, and then your stat die plus your anima's stat die becomes your roll. But that introduces a massive spread of results, and I'm not convinced that plays nice over time. The rules don't give a feel of having been tested a whole lot - I may be wrong, I don't really know, but confidence inspiring it is not.
What I hoped to get were rules for building my own, Persona style, animas, but instead what I got is what basically comes down to "come up with the powers yourself". There is no guidance on how to make the powers fun or balanced. Even things like "how does a one point power differ from a three point power" go unattended. I'm sure there could be a fun compromise between assembling everything from massive lists á la Big Eyes Small Mouth or picking from ready made spell lists á la D&D, and complete freeform, but unfortunately this game isn't that.
The day being split into phases (like Persona) is a fun notion, and they even give some guidance on working jobs while juggling school. But these end up as undeveloped ideas that don't really go anywhere. Essentially I feel like I'm getting the introduction to a concept, and instead of then diving into that concept and making it fun and workable at the table, we're already onto the next thing.
A lot could've been done with the wholly abstract side realm where anima live (again, like Persona), but that, too, is left on the level of "anything goes". You're not given anything to build with. Even a sandbox needs edges.
Ultimately I feel like I'm better off running my Persona style game on Fate.