[edit] giving coins for "improved score" penalizes good players, and leads to stupid incentives - if i build the best possible bridge on first try, i am SOL. if I save $3700 on e.g. level 15 (or anything else with a rope), I can waste all the remaining cash on the rope, then keep trimming it by $1 per run to get 2 coins each time - 7000+ coins with absolutely no effort, if i want to put in the time (but i don't, because this game just annoys me now).
Make coin rewards bigger and based on actual score - so once you get to 1000 points in level X for the first time, you get 10 coins, to 1500 - another 20 coins, to 2000 - another 30 coins, etc - so getting max score on first try gives you max reward, and getting a low score leaves you something to strive for.
giving coins for "improved score" penalizes good players, and leads to stupid incentives - if i build the best possible bridge on first try, i am SOL. if I save $3700 on e.g. level 15 (or anything else with a rope), I can waste all the remaining cash on the rope, then keep trimming it by $1 per run to get 2 coins each time - 7000+ coins with absolutely no effort, if i want to put in the time (but i don't, because this game just annoys me now)
getting a Walk and a Steel to their maximum length, and to intersect, starting at different points, took me 3 minutes. 3 MINUTES! bridge-builder games have existed for at least 15 years now, and even the OLD ones had "move vertex" functionality. i'm really, *really* not impressed.
5 stumped me for a few seconds, and 16 was cute, otherwise blasted through it like a bad fish sandwich through... er, what were we talking about?
there isn't really any logic to them, just "guess the trick!"
also the interface is surprisingly well done - it's generally easy to get the piece you want to go somewhere to go there, even if you can't move it directly
the game is made insanely harder by the fact that a) overlapping sliding pieces are impossible to tell apart, and b) sliding pieces change direction with no warning