The game is a prototype. I am unable to judge the full game until it is complete.
That said, I was (still am) IN because of the coding. I am assuming at this stage that SkitB will make ALL other features of the game at a similar level as the code. They are open to and readily make adjustments when the owners speak. I wish I was able to make more suggestions, but this is not my vision and I am really just along for the ride. For the most part I like what I see and am trying my best not to be overly critical just too have an impact. Other raise good/differing points already on every update and I am guessing the team has enough to filter anyway...
When playing it the shot layout was plenty satisfying to me. I am assuming there will be some more oblong targets to fill a few spots or on the sides? (like many games have). Currently the left side of the pf is still sparse (room for additions to left side of game and also in front of left most pop and left ramp post?) I did not miss any interactive toys at this time, but am also assuming that some of the other toys will be genuinely interactive when implemented and that will be nice. I do think the hanging bodies will actually be on some sort of trigger (ala martians in AFM) and what we saw at MPE was just a place holder so we could actually see the toy in person. I am also assuming there will be some sort of randomizer (magnets?) in the finished game, esp since the pops currently do very little to randomize the game (i.e. causing more drains).
I also think it plays in 'feel' like a fishtales. Fast and hard, but a WHOLE LOT OF FUN. I guess I would also say that FT plays like a slightly older game >> straight forward ruleset but tough to master/score big.
If I were to have any sort of criticism as this stage, the 2 stand up targets dead center will take a beating just based on position. They need to be reinforced and not cheap. The ones on the proto are bent all sorts of ways from the continual beating.