Quoted from rosh:Thanks for saying that, I think it is pretty easy and been debating with Ferret if we should change the stein that makes it easier to spell TENT to something else that I feel could benefit from a 'stein boost'. Curious to see what he thinks after he gets to play it more. Of course for someone who has no issue with spelling TENT, they would likely not take that stein, at least until they need it to complete the set, but the question is, is there some other aspect of the game that could benefit from the boost or is it better to have it so someone who does not know how to use the flippers to lane change . . .
As it stands.. I wouldn't say change is 'needed' at this point.. tho maybe there could be some 'fun' boosts in its place. I didn't track it per say... but it looked like tent was enabled at game start.. possibly even ball start (which one assumes is just a easy/hard/etc setting). But whatever it is about the geometry of the game, the ball was always finding the inlanes, so I never had the "how do I get the ball over there!!" moment trying to qualify the tent.
Things I found more challenging were shooting otto except from the plunge... shooting the barrel ramp and getting a clean shot at the center food shot. We would still get some interesting ball spin outs on the tent scoop.. and I found myself avoiding shooting from the right flipper because hitting the post on the back-right of the tent shot was deadly.
A theme in my feedback was I wanted more player feedback to what was happening. Things specifically stood out were things like hitting the food drop target.. the ball saves.. or prost letters (especially in the mode where you shot for those.. missing by hitting the wrong letter should provide some feedback).
I'd also like to see more audible feedback to the player guiding them to something if they aren't really getting it. IE the 'taunt' or 'lead them to something' callout. If you aren't in a mode - it can be a little barren in knowing "what should I be doing?". More visual feedback when progress is made on a qualifier could help there as well (Example: think hitting aerosmith letters.. or spelling theatre.. you get audio and video feedback on what that progress is and what it does for you). So you don't always have to tell me what to do.. but if you give me hints about progress made during my flailing... seeing/hearing something interesting may make me go 'ooo.. I want more of that!'
Things like knowing the blue lights guide you through the modes was a concept that once explained, helped greatly, but that wasn't necessarily obvious upon walking up to the game. The magnet nabs, collects, and features aren't necessarily obvious when playing a few games either.
I walked up 'cold'.. not having watched any of the previous gameplay (just a few minutes worth..) to have an objective take on it. The items like responses and feedback I know will mature as ferret now has his unlimited live play time with the game