Initial impression 0.85 code with about 20+ plays
Overall I like this game and it has so much potential! The layout is great. I hope that this game gets the time and dedication it deserves.
The ball is constantly getting stuck behind the orb drop target. Sometimes it tries to release the ball, but does not give the ball enough time to roll out. This is really annoying and has happened at least 8-10 times per my 20+ play session. My angle and pitch is spot on.
The integration of the music is very strange and seems out of place. Would really like to see each mode with its own music track associated to it. Not being in a mode to start the track seems out of place. Also there is a long lull when a new track is starting for example when completing a mode there is silence followed by the new track starting.
I have heard VO lines and music from a previous ball continue onto the new ball for a couple seconds before starting the new balls music and VO.
Rules for each mode are very confusing. There is no on screen indicator to call out what to shoot for. Star Wars does a great job at this “shoot the purple shots”. This should be displayed at mode start and during the mode. The red indicators under the timer are so obscure and don’t call out a specific shot “purple shots” just how many you hit and are left.
Hitting the correct shot gives little or no feedback you did the right thing and completing a mode seems lack luster with little or no feedback.
I don’t understand how the second part of each mode works?
Some of the games events are not snappy. For example when you hit a skill shot it takes about 2-3 seconds to register and display the skill shot. This is seen in many other parts of the games flow making shots and feedback feel slow and sluggish across the entire game.
There was many times where audio just cut out completely and VO was playing or there was nothing total silence. Broke the immersion and felt like something was broken.
The black mode screens look placeholder
Magnets! This game has 3 Magnets! Use them! I expect magnets on for groot multi start and other modes. It is a big feature called out on the playfield “Magna Force” but I don’t see any Magna Force going on.
I want more skill shot options. Light plunge to groot, light plunge to roving target. The best one is the hld right flipper button orbit shot. Need more options to start a game.
When the player needs 1 more shot for the hardon Enforcer that shot should be blinking to call it out to the player “shoot this one to earn the enforcer”
This is the same for the final shot in a mode. Call this out to the player and let them know it’s the modes final shot.
Selecting each character “mode” should display the modes objectives. Yes the lights change on the PF, but showing some text would be great. “Shoot 8 yellow shots to complete the mode”
The inline and rollover lights had me very confused how they work. Moving and lighting them was confusing and took me a long time to understand how they work. Very little feedback or callout when completed and multipliers are ready to lock.
Does special even work yet?
When starting Groot multi-ball PLEASE call out VO “I AM GROOT” this should also play as each shot for his mode is hit.
Yondu VO is a joke…….. it’s funny, but so out of place to what’s going on in the game. It is what it is now, but needs better integration.
The attract mode is non-existent. There is NO flipper button SFX call outs, there is no film clips playing in attract mode, there is no music that randomly plays. Star Wars does an excellent job and it what I would expect. Please address this : )
The mode progression lights are not always keeping my progression ball to ball. I have seen it where I have played or completed a mode. On the next ball on the progression grid it is not lit up showing my overall progression.