Whilst I do agree that most microgames are pretty easy, I can’t really say much as I am a PC player. A lot of these microgames will likely never change this drastically unless a PC-only mode comes out. I’m not saying that every mobile player plays terribly, because quite a number of them are actually really good and can keep up with games like these, but it would heavily affect new and lesser skilled players’ enjoyment.
Find the button is annoying enough with players being able to hit each other and the button already being the same colour as the platform and pillars. The only way this game could improve more is perhaps by adding more pillars as currently there is a high chance of the button spawning in an open space.
The TNT run time should not be increased in my opinion. 90 seconds is usually enough time for most people to fall off or through all the platforms and with another 30 seconds added to the game, you’d have no platform to walk or run over left. I think it is perfect as it is. The only improvement I could ever see it getting and benefitting from is a visual update, using gravel along with sand for different layers to change up the scenery in specific maps. But that’s not a necessity, so.
Shear sheep is perfectly fine as it is as well. I’ve had several games where I actually struggled with shearing enough sheep as practically everyone in the game was a PC player. Imagine how that would feel if you’re one of the only mobile players. Fortunately, there’s a delay on shearing sheep on all devices, but I’ve seen that that still isn’t enough.
@roxrock really is spitting facts. It was a good competitive microgame for Java, but Bedrock simply hits different.
Less is better is one of the microgames you simply need luck and a little bit of timing for. I’m not the biggest fan of it, but I don’t think it should be removed. It’s a chill game in between all the PvP and swiftness of the other microgames. Kind of like the “Answer the question” microgame. Come to think of it, I haven’t had that one in a while…
I feel like your idea for hole in the wall is another case of “it’s difficult for mobile players”, especially considering this microgame is all about timing and placement. Personally wouldn’t change it. Again, if there would be a PC-only mode though, I’d love to see this change. It was a thing in Hard Mode on Java.
You might not have played the new beta yet, but Harvest the crop & Find the sapling are actually changed there. It takes a little longer for the crops and saplings to load in and you finally get to see how many tries you have left, which are reduced to three tries. I enjoyed playing MinerWare during the testing sessions and this one definitely stood out to me.
As for the Evade the pig microgame, it is also changed in 1.19 update, pretty much precisely according to your suggestion.
Even with the whole “mobile players” argument, I do think that Escape the croc could use a bit more speed. I could try to test-run it sometime on mobile if I ever decide to hop on my iPad I guess, to see if I’m not spouting nonsense. I personally think the change this microgame needs the most is to make the blocks that are broken by the croc regenerate faster. It’s easy to get stuck in these areas if you’re far ahead and getting stuck in them can actually lead to getting kicked and is just generally annoying.
Lastly, about Fight and sleep, I think this this microgame could use a lot more tweaks than just getting rid of some beds. This microgame is known for people just camping next to beds, not fighting, and therefore making everyone lose as one person can’t fight off every single one, and even if they manage to, they likely won’t have a bed. I personally think players should get rewarded for actually fighting off the horde, possibly by not allowing players to get in the beds unless they’ve killed at least one zombie, or by making players take damage if they aren’t fighting for a set amount of time. Anyway, those are just some silly ideas.