Best idea so far. Perhaps a way to completely gamify and digitize their ultimate guides.
I do think it’s incomplete without kana though. I think I feel that way because I don’t think a product that teaches you to read in Japanese (yes, it does, you might not be able to make sense of what you read without grammar, but you’d still be reading) should teach you exactly that, to read. And reading is incomplete without kana.
Add to that the fact that relative to the gargantuan task of teaching kanji, kana is virtually no added effort, it seems like teaching the three scripts in one product would be a natural thing to do. By the end there would be a full textbook with EtoEto and a full script product with WK, fully gamified and immersive.
Or a separate product for free. It doesn’t have to be complicated or heavy-duty. Free stuff buys a ton of goodwill and is likely to be good for marketing if people like it. A simple: “now that you’re a Kana Samurai, how about sacrificing yourself to the Crabigator with WaniKani and be reborn as an ultimate Kanji Ninja?” Would get me riled up in a second.
@rodrigowaick, I definitely agree that kana can be learned in two days, but I think the effectiveness of gamification lies in 1) the methodology employed, and 2) the excitement it generates (which is more important, I feel). With this is mind, I think gamifying anything which requires more than a few minutes is a good idea as the excitement generated can extend beyond the time spent in-game. For example: Every time I have reviews, I’m excited. When I leave WK after them, I’m still super stoked for ages, because I’m thrilled that it even exists, let alone how well (allegedly) I am doing on it.