I put on about 10 games of ACNC last night since playing it at MGC last year. Overall I really enjoyed the game. The layout is a bit tight, but I found my shots without too much issue. I couldn't find any backhandle-able shots, which was a bummer. The artwork is definitely one of the best; cab, PF, backglass, all a pleasure to look at. The display is one of the best in pinball right now. I love the comic book style. I wish there was more time for me as a player to watch it!
I have two criticisms on this game. First is that the playfield lighting is really dark, which is a shame. I played at a location with windows and adequate ambient lighting, but it was still difficult to track the ball in the upper 1/3 of the playfield. Unfortunate since I do enjoy this game so much. The second is in the rules, in that if you aren't able to hit your orbits well enough to move rooms or start a monster, you were essentially stuck. I'm hoping part of it is due to early code and that the game will be supplemented with other objectives, but I had a couple games where I couldn't for the life of me hit the right orbit, and start a mode.
It may have been the game as well, but Im not sure if the center monster select targets were registering, because from what I thought, you can start a mode via secret passage? It wasn't lit, so I didn't know.
Overall, I could see myself owning this game at some point. I think this game would benefit from some spotlights (or I never thought I would say this...but Pinstadiums...ugh, it hurts) and I love the direction the game is going with the rules. I hope the rules are more robust in that it doesn't lock you into having to hit 2 or 3 shots and that it doesn't lock you into a monster mode. I think having a mode on a timer is a good concession for not locking a less-skilled player (like myself) in. Sorry for the long post. Happy flippin'!