Board 7 worked. It also felt familiar.
Switchback Grove gave us another playable layout and a useful warning about making variations too similar.
- Boards
- Development
Board 7 became Switchback Grove. It keeps the upper catch and split ramp return that I liked in Board 6, with a different arrangement of bumpers, spinners, targets, and the saucer.
Getting it into Unity meant more than importing a model. The ramp routes, gate, drains, target resets, and event station all needed to work. We also brought over the working multiplier from Board 1 instead of building another slightly different version of the same thing.
I'm keeping it, but comparing the two boards made something obvious: they were getting a little too close to being left and right versions of each other. That isn't enough variety for the whole game. Board 7 is useful in its own right, and it helped set a much more adventurous brief for Board 8.