Actually, the game is based off Japanese UFO catchers which are required by law to be a game of skill rather than a game of chance like Western crane games. As such, prizes are arranged in a way where they're all "catchable", but some require you to buy more plays so you can manipulate the prize towards the chute. It's also common for a staffer to be nearby to reset a prize if it gets knocked into a place that makes it impossible to grab. Badge Arcade pretty much emulates all of this.
My only gripe about the game is that emulates UFO catches a little too well at times. Unlike any other F2P title, you're not guaranteed X number of free plays every Y hours, you're expected to buy all your plays with the only exceptions being ONE free play every Monday and Thursday with a chance to win more in a "practice catcher" playable only once per day that you're lucky if you can earn a free play from. (Though it's not impossible to win a maximum of 5.) If it wasn't that stingy with free plays, I'd play it more often.
Actually, the game is based off Japanese UFO catchers which are required by law to be a game of sk
Which is at the least the model they should've used at the start. Would've been better if you could play practice games more often, like once every 2-4 hours.
Catcher memory would also be nice so if you ran out of plays, and didn't want to/couldn't buy more, you'd still have the same badges left to catch instead of having to catch the ones you've already got again for another shot.
Which is at the least the model they should've used at the start. Would've been better if you could