Quoted from ChromeCandy:Once in wave 6 I had 2 balls in play. I wasn't sure how I did this and I wasn't streaming that game so I can't go back and look. At the time I thought maybe it was a feature, but now it sounds like it was some kind of a bug.
When playing on stream Thursday night I would get this bug where a weak shot to the inner loop would cause the ball to end up i the scoop and get lost. It would do a ball search but would mostly just mess around with the scoops just below the playfield module and would take a long time to actually eject the ball. The monsters would keep attacking during ball search which wasn't ideal. After restarting the game everything seemed to register OK and I didn't have the issue.
I will try to reproduce the issue with a slow roller on the inner orbit. Thanks. Hopefully there's just a silly easily found bug here.
As for the accidental multiball you saw: Are your launch tubes nicely aligned on Heist? Do you get clean fast launches on the first try every time, or do you get launch retries? This is the first report of this that I have seen.
Quoted from ChromeCandy:
I agree with this. I realize that we can adjust the out lanes, but it really isn't practical when you have a system that supports different games to also adjust out lane settings between games. There should be some software settings to adjust difficulty also.
I hear everyone on wanting the game to have an easier option, particularly an adjustable drain penalty.
In my defense: the game is the result of a lot of time and a lot of tweaking of various elements. This game has more going on than it might seem at first. Game balance is tricky, and try as I might, I freely acknowlegde that one size does not easily fit all.
The first few door repairs are intentionally priced low, and the repair values cover more than a single drain. A player will absolutely need to purchase upgrades in the shop to survive farther and farther into the game, and in those later levels no one element wins those waves, it will be a combination of factors. There are a lot of elements I'm trying here which allow the player to combine their own awareness of their pinball skill with a strategy for play (e.g., allowing the player to invest in upgrading shots that they know they can make).
My primary hope is that people enjoy the game when they play it. I want the game to keep players wanting to play "just one more." I want players to feel awesome for getting to a farther wave than ever before, and even if it is annoying to lose, I want players to still feel like jumping back in and trying again --and to be motivated to experiment with different items and strategies. If you're finding yourself frustrated and not wanting to play it again, then that's obviously not what I'm going for and I need to rethink the balance!
I have plans for an update that will add more depth to the game and will provide more ways to shift the balance in the player's favor. I also have ideas for different difficulties and modes of play. Lots of ideas, limited time, but plenty of motivation. Should work out ok
Quoted from ChromeCandy:You can collect coins on the in lanes by moving them around (anterior flipper button) so the ball runs over sliver coils (the gold ones are previously collected and not worth anything which is a little counter intuitive).
Interesting. I modelled this after older games where the lanes light when you roll over them and you get a bonus for completing them. To me this was intuitive. Maybe there's something I can do here to make that more obvious.
Quoted from ChromeCandy:At the end of the wave I'm still not sure if it is better to hit the gate right away to get the bonus gold or to use extra time to hit stand ups and try to get more gold.
Certainly less risk of draining if you go right for the gate, but then again you have unlimited time to farm gold. Coupled with the inlanes, you could earn a lot between waves, but you risk losing door health for a drain.
Quoted from ChromeCandy:There are some features on the playfield that don't seem to do anything (e.g. spinner, pops). That is partly the nature of using a playfield module that was designed for a different game but could be cool if these could be used also.
Agreed! Hopefully soon.
Quoted from Rdoyle1978:Just to get TO the nut to adjust, you have to loosen and move or remove the return wireform. It’s easy of course but totally impractical for each game IMO
You can use a small open ended wrench and then you don't need to remove the wireforms to adjust the outlanes.
Awesome! Glad to hear it!
Thanks to everyone for their feedback!!