P1 has a pro on the floor now if you want to go check it out. I played a couple of games today, and I'm not really sure about it. The code is really thin right now (as you'd expect), but the layout is just OK on first impression. The biggest thing I noticed is that there are two shots that you can only hit from the UR flipper. Not a big deal, but getting there isn't the easiest thing to do. There's access at two points-the left orbit (which can be blocked by an up/down ramp), which also means shooting a quick on the fly shot. There's also a horseshoe to the left of the right ramp, but it's not backhandable, and also a pretty tight shot on its own. I noticed that I'd get to a point where I needed to shoot one of those upper flipper shots, and struggled to get at them. This could just be needing to get dialed in on the shots some more, but compared to things like the upper flipper shots on things like Iron Maiden or Foo Fighters, the ones on D&D are much harder to shoot. The big centre shot with the spinner leads to a VUK that kicks up to the ramp, which is fine I suppose, but I can't help but feel like if this had looped up to the upper flipper it would have been more satifying flow. There's also a magnet above the UR flipper and below the cube that gets used for the multiball, so something that would be really neat to see in the code is having the magnet grab the ball and tee up an upper flipper shot (like on TZ) when those are lit.
Having the shield there seems neat, and I managed to use it for a couple of saves, so I can see this game turning into a long player, and TDs just disabling that in the software for competition. Code-wise, it doesn't seem like moving to other locations does much, since most of those just came up with "move somewhere else" instead of an actual mode. I haven't kept up with the release notes to see if this changed (and the floor game is just outdated, which it probably is), but this is a simple software fix.