::Disclaimer, I didn't read anything before this::
I played it several times on two different machines and here is my experience:
One game had low flipper strength and wouldn't make it up the ramp, the other made it up no problem.
Playfield art is cool, colors pop. They had one game under a light and the other was in the dark. Light show is really cool, but the GI is really bad in a dark setting. I suggested to them that they add more GI and put lights on the ramps like Tron or Dialed In.
Shots are kind of all over the place without any indication of what you should really shoot for. The Atomic Shop was the mode start, but it was a really tight shot. You had to hit a drop target on it, then make it in within a time limit before the drop target popped back up to start a mode. That was more frustrating than fun.
The game is completely loaded loaded with small mechs, but most we've seen before. Nothing really feels groundbreaking there. When you make shots it doesn't really reward you with light show and sound yet. I'm assuming this is to be programmed in later. The spinning mech that works like the lamp in TOTAN was stiff on both machines.
The ramps are really neat on the machine with the proper flipper strength. (one you could make the entire ramp from a trap, the other you couldn't.) There was an odd metal turn around shot near the shop that wasn't satisfying to hit, I couldn't really figure out the point of it. The kickback to a ramp return was really fun. Spinning circular targets, magna save, tiny spinning disc....it was all pretty neat but code needs to make these shine more.
The screen is beautiful. Animations are some of the best in pinball even from this early code. My only concern is that if the thin screen is standard across all models, they won't be able to use movie scenes properly. Couldn't hear any sound at all really, but that could be because of the loud Expo.
Company looks promising, but I'm glad this is just a prototype.