* The kickout from Rocket Raccoon Anubis is too inconsistent, and has kicked balls straight down the middle multiple times for me. This is even more frustrating, because this kickout is so frequent.
- removed a lot of the random, the kickout should go all the time to the right flipper, there are still some variation
- added a delay before the kickout so you can see the flasher blinkning before it actually kicks out. The idea was to simulate someone shooting at you, this is you see the flash at the same time as it shoots. That maybe isn't very good in a pinball, so it now warns you by blinking first and 1/2 second later it kicks out the ball.
This is a great change. This is a fast kickout, and adding a flash before it makes it more manageable.
* The Light Lock standup targets are lit when they are hit (and thus do nothing), and not lit when they light the lock.
- this is how I wrote it. You need to hit both green targets to turn on the Lock light arrow and open the door. Then those green target lights turn off and are ready to be turned on again.
My suggestion would be to have the green "light lock" lights blinking when they can be hit light the lock. There is currently no indication that those targets do anything, when they are needed to start multiball.
* Many modes require more shots to complete than in the first table, which I feel is the wrong way to go. To me, the modes in the first table already needed too much of doing one thing over and over again. In particular, Horus requiring 16 moving shots feels quite excessive to me.
- I guess I wrote it too hard. I must say that I have not managed to finish more than 2 battles on any game. Some of them are easier then others. At first I was thinking to make the 4 lower god lights, Anubism Osiris, Horus and Ra, a kind of "bosses", only available after fighting any of the other gods. But in the end I added them to the same selection, so they could be played just like the others, but they are still harder to complete. I thought to add an "easy", "medium," and "hard" settings, but then I'm sure everybody will set it on easy
So I have reduce a little the difficulty, but still it is hard to finished the modes.
The problem with the idea of having boss modes mixed in with other modes is that the player has little agency in picking the next mode, The captive ball changes the mode, but only to another random mode. You said you wanted the modes to give the impression of fighting a horde of enemies, which I can understand. My thought is that it is too frustrating to drain when you are close to finishing a mode, and losing tons of progress. Consider Stern's Star Trek, where the player can select what mode to play, and when you drain in a mode, the mode resumes. That way, there is no major loss of progress when draining during a mode.