Quoted from Eskaybee:Let’s come up with some ideas for keefer !
Here’s my 2 cents:
I really enjoy during the Coma Song (not the mode), the backstage ramp diverter is lit and you gotta nail the coma target with the upper flipper. Utilizing that into desert demolition would be nice since it’s tied to User Illusion I (same as coma). Maybe the mode could be to hit all the main shots, then that right ramp into the coma target for completion.
The Coma song mode is tough due to needing that target a number of times.
I would suggest:
Allow players to bail on the album modes at different levels of the modes by hitting the scoop (like the cashing out on the songs) so they don't need to survive long single-ball modes as a "reward". Same with Slash Solo.
Balance the song scoring. Songs later in the game are worth so much more than songs early in the game. If this is by design, the rules around it aren't apparent.
What's the deal with scoring when you manually change a song before starting it? Scoring seems to be too mysterious on this game.
Better lights for guidance on what to shoot when. For instance, on "hit the hurry ups" in booster multiballs, it's unclear what to shoot for.
Better visbility on song scoring potential before it starts (how long is ball saver?, what's the song level?, etc.)
Allow for collect extra ball with an orbit or upper loop shot when the magnet isn't working. Same with collect Axl.