Basic Visual Pinball Postmortem

Due to my lack of familiarity with Visual Pinball, I knew my build would have a lot of chinks that I never ironed out, but for most parts, I think it turned out all right.

The Good

The best thing I think was how well the ramps worked and how the ball interaction with the bumpers on the top of the second level handled itself.

The ramps had curves to them so it was fun to watch them roll along the curves onto the second level and it was even cooler if the rare occurrence of when the ball got off of one ramp, bounced off of a bumper and went on the other ramped and came down.

The Bad

This is something I didn’t consider till I was already out of time but the timing to hit the ramps was too strict and getting the balls up the ramp was too hard at times.

Alongside that issue, the way I had decided to handle preventing balls from getting stuck anywhere by sticking bumpers under the ramps, it just created more issues and it didn’t really create a smooth game flow that I had wanted.

In the end, it felt like people weren’t actually getting to play my build the way I had intended it.

What I’d Change

The biggest thing I’d change is to make the skill shots to hit the ramps much easier. That allows for more opportunities to get up on the second level and more fun.

After that, I’d rework how I would prevent balls from getting stuck under ramps. I would probably do something alongside of completely blocking it off with a block or the likes.

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