I enjoyed the game. I probably played around 15 games over the weekend, maybe 20. Because the game was so brutal ball times were very short, and even if the line was long you didn't have to wait that long. Especially compared to Ghostbusters, TBL, Hobbit, and Full Throttle which all seemed to be much longer playing games with more safe shots.
I liked that while selecting your mode you could see which shots were lit on the playfield for that mode. However that being said it didn't at all explain what to do, perhaps some info on the mode select screen could be added or would help with that. I found it easier to shoot the center ramp from the right flipper instead of the left even though it looks that it aligned to be shot with left side.
As I mentioned before I think a clear plastic mod, similar to the clear plastic mod for sparky on Metallica, will need to be made to go over the area of the living dead girl targets and the single drop target because most of my airballs came from that area, including two popping up on top of a plastic and getting wedged in between that and the wireform leading to a ball stick.
The game was brutally fast, but I think as more skilled players get on it and it makes its way into some tournament play you are going to see a game that isn't about flow but instead all about control, pace, and accuracy. There is not a lot of shooting on the fly in this game. The only time I was really successful at all with shooting on the fly was after lock shots coming from the inner loop after knocking down the drop target, the pop up post allowed for a nice drop to the right flipper and an immediate feed back into the inner loop for the next lock, I also had some success going right orbit to center ramp, but I certainly wouldn't want to try that over and over.
I enjoyed the upper playfield, and as Charlie and company described upon its release it looks a little bare and simple but it was fun, and if you get into a decent rhythm you will do well up there. I saw it used for a mode all its own, and also as multiplier of jackpots for other mods.
I'll be very curious on the rules for a wizard mode, although much like AMH I'm guessing most players will never see it. If people think AMH is tough this game will destroy them.
The only thing I found truly bothersome were the red plastic inlane ball guides and the rubbers from pinball life, both of these are things that won't be hard to change out for owners who like me don't like their feel. I assume the inlane guides are a standard part I could find made in metal, and if not I'm sure cliffy will be up for the mod challenge. Shots are tight and challenging. Looking forward to getting much more time on it.