Quoted from FatPanda: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.
The TPF tutorial video shows backhands to the left spinner, left ramp, inner loop, Crypt lock, and right ramp. The spinner and right ramp backhands can vary game to game, but the others should be pretty viable. The left ramp backhand is especially fun and dangerous.
You don't need a right orbit to advance to a monster, unless it's on really old code. Shoot a left orbit to lock in the monster, then the center target bank to activate the secret passage. Also, try aiming for the metal rail on the right side instead of the orbit shot; you may find it easier?