Yep, we've requested a sound effect for that.
Quoted from GrandFireball1:
- If the player misses the right ramp from the left inlane super skill shot, sometimes the light on the ramp won’t go out until a major light show happens. Pretty minor
Sitting on my to-do list right now. Perhaps get to it this weekend.
Quoted from GrandFireball1:
- would like to know hits remaining to open bar (maybe use the Collect Stein insert: red for 3 hits, yellow for 2, and flashing when the bar is open
We've kinda gone back and forth about how to communicate "hits remaining" to the player. (This applies to the outlane save targets also.) It can be confusing, especially to casual players, to illuminate an insert, especially one labeled something seemingly obvious like "Collect Stein", but then you shoot that thing and it doesn't actually collect a stein. "The game screwed me!" Add to the mix the complexity of the Ish Pale Ale stein that reduces the hit count required, and the fact that hits to the bar during multiball don't count, and we wound up feeling it'd be a better experience to use the insert to guide the player when they can actually collect a stein.
As a compromise, we might add a blurb to the Pinfo status screens explicitly counting hits required, for those who wish to plan their strategy.
Quoted from GrandFireball1:
- When you collect the “Easier to spell tent” stein and you complete the tent lanes, there is usually 2 callouts that the tent mode is ready. I’m assuming it should be just 1.
Yep, on my list.
Already added for the next version, along with an accompanying fanfare. (Yay, something that's in a better place than "on a list"! )
Quoted from GrandFireball1:
- If you’re in Looper, for example, and you shoot into the bar for a stein, and you choose the “More time in tents” stein, is that supposed to affect the current tent mode running or does it wait for the next one? Right now it doesn’t effect the current mode.
It does affect the current tent mode. It does not immediately add time to the clock, but if you add time via the T-E-N-T rollovers, you'll get more time added than you would've without the stein.
Quoted from GrandFireball1:
- Let’s also say I’m in Looper and I collect the stein that boosts that mode, is my mode value supposed to be 2x now, or do I have to wait to play it again for the booster to come into play?
Yes, the tent scoring multiplier takes effect immediately.
Quoted from GrandFireball1:
- I’m a pretty good player, but I’ve never gotten anything higher than a 3x playfield (and that’s with a couple steins that increase playfield x time). Would be cool if the 3rd collection of the “more playfield x time” stein would activate the magnet on every orbit shot while the player had a multiplier running. And it could be set to only do it up to a certain x value, then the player would have to use magnabs. Just an idea, but would certainly be an interesting strategy.
Personally I don't think it's a bad thing that it's very difficult to get high playfield X. It's part of the strategic choices offered by the steins, and the need to keep the game scoring balanced. Players who want to focus on a playfield X strategy can decide if they want to collect Baker Street Ale for more playfield X time, and/or Buschbrau for more MagNabs to make it easier to put the ball in the TAP lanes, or some combination thereof... each of these approaches has pluses and minuses, certainly. And all the steins provide tent scoring X, and the Freakshow Rooster and Frosty Ferret steins give multiball jackpot X, and those all stack on any playfield X... basically there are "X" opportunities all over the place in this game. (Haven't even mentioned how Tent Win Bonus and its X and the bonus X can be an absolutely huge factor.)
Quoted from GrandFireball1:
- Secret skill shot for short plunging and hitting the center drop target to immediately start a food mode??
Nice idea.
Excellent question!
Thanks very much for the feedback, really appreciate it. Have fun!!