Quoted from mrm_4:
But I haven’t heard any design points being off like for example, Houdini gets a ton of grief because it’s a brick monster. You have to be a damn sniper to hit almost any of the shots, so there’s tons of comments on angle, post position, geometry, so on and so forth. But until probably the post after this one. No one ever explains why GB is a terrible design. It’s just hard and people get discouraged because they couldn’t drunkenly flail shots on location like GOTG.
For starters, right ramp is prime example of terrible design. Ball goes up, looses momentum, and then drops down like a failed shot on pro. On premium, right ramp is very tight and very difficult. Neither is fun to shoot imo. Inlanes guides badly designed and ball often jumps right over straight to outlanes with no chance of nudging. Pop up targets causes a lot of drains on premium and block shots. The slimer rarely worked right on games I played. More of a opinion but some shots just feel difficult to hit when they shouldn't. Flipper adjustment seems to be very important. I really enjoyed playing GB when it first came out. Love the theme, art, and world under glass. However, the more I played it the more I disliked it. You spend all your time battling the flaws of the game without much reward other than keeping ball alive a few minutes longer. Final nail in coffin was when they put in that random jump scare, scream animation. Maybe there is a good game hiding in there somewhere but done looking.