Played a fair bit last night after setting up, some observations
- The current code has meat on the bones. Finishing an 'expert' pumpkin mode netted around 7M... best game of the night was around 42M. The Stalker mode appeared to have good risk/reward and was worth good points.
- I can see how people get 'stuck' in House... it's very easy to start (just 3 center ramps) but tough to get through once started. Part because once the House was open, center ramp shots from the right flipper wanted to reject, and also because it takes a lot of spins up top to take down Michael. Gotta learn the buttpretzel timing. That said, the mode never actually got stuck for me - I was always able to get enough spins and make the shot to finish it off.
- Had an issue where I hit Judith enough times to lock the ball, it did lock the ball, but then immediately released it after I hit the flippers to blow off the receding Michael clip. Bug? Skillshot locks here appeared to work normally
- Need an option to turn flipper power down. They started off almost overpowered, but do get quite hot and weaker after extended play. Could still make the center ramp but was getting ehh. Turning down power a bit might help keep temps in check. Plunger/coil alignment seems good on spot check.
- I think once there's a mini-wizard modes for finishing the three main modes (starting each multiball) and another for starting all the pumpkin modes (equivalent to DTR and TABA), the code will feel much more complete. Biggest problem currently is you can have a good game that just fizzles out... tidying up the ends will help immensely.
- Music and atmosphere are both very well done. Animations are kinda ehh but I don't often look at the screen while playing so less importance to me. Even at this early stage, the atmosphere makes this a rather unique game, and one I think people are going to want to add to their collections once it's complete.
- Waiting on balls to dribble through the plumbing and get lifted to the inlanes is noticeable, but not horrible. Staging will be a welcome addition. Remember if you're in House and drain to Asylum, hit the green targets to heal before draining back down.
- Build quality is good. There's a few things... LCD panel rubs up on the BG lift channel when opening and decal edge on bottom lifted a few MM in one spot, but overall good. Cab art pops even without butter.
- LCD is the same shitty LCD that's in Morty, and will need the same IPS replacement for good blacks. In the meantime, use the menu on the current screen to enable gamma and bump contrast a little.
- Audio is very good in content but needs work in execution. Specifically, too much bass and mic 'thump' in the Pleasance vocal callouts... meanwhile the Asylum music has a drumbeat that has no bass whatsoever. Need to remix this stuff, filter the bass from vocals and clean up levels. This thing has a massive cab speaker, let us use it haha Also, the increase in volume in some callouts (shoot green NOT RED!) could be reduced just a tad.. it gets almost too loud if you turn the game up.
- Game plays long. Outlane entrances are tight and flipper gap small. For tournament, I'd change the upper outlane posts to slims, and maybe switch to lightning flippers. This game is similar to LOTR both in rules and easier-than-average layout.
Definitely worth keeping til the code is done. I will evaluate the whole thing at that time, but it's better than I was expecting at this point.