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i dislike how this becomes more about timing when to start and stop your person, instead of it being about making interesting challenges, it's a clicking puzzle. i was hoping to have more challenge from the bridge building, and finding interesting work around, and less about having to time stuff right so that your person doesn't walk off the edge. still a good game though, just not what i expected/hoped for.
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I wish once you spent the bonus upgrade that you got it permanently for that level. It's annoying to spend an upgrade, leave, and not get it again the next time I try for the KISS award... :( Sad panda.
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some of the last levels are extremely easy by using a Crane and somewhat of an Cage which you possibly destroy later - while some levels in fact require just that i think for others its just a Loophole (requiring 2 connections for a level which gives a Kiss award for 10 etc.)
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Guys: The ability to stop walking helps a little over the first. For lamps and elephants, their tipping in the middle of a bridge can wreck what would probably work. When you first start getting onto the bridge, stop and let it fall, then start walking. When you see it begin to tip again BEFORE the halfway point, stop again. If you're halfway across or farther, however, let them keep going. It's usually a key for hitting the KISS awards.
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Heyyyy thanks for the sequel!!!!but there is some problem.It's seem that the joint is to hard to play together please fix this!
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All these bees...you'd think it would be cheaper to hire an exterminator than to build all these out-of-the-way bridges.
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A bit too easy... after reaching the 3rd area, I'm finding the cranes give too much flexibility by being able to move in 2 dimensions. You can literally hang a small platform under the crane, load the movers on, move them to the objects, then move them back to loading area. Limit cranes to moving in a single dimension (up/down OR left/right, not both), or you trivialize the last zone. I do like the crane idea though.
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far worse then the last 1s... more frustrating then fun and the limits on build length are way to short makes it more about trial and error to get the right setup then building a fun creative bridge
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there seems to be a problem with joints being different after you blow up tnt...they get stronger and dont break as easily as the joint did with no tnt in the first place
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I'm sorry, but this game would be good if it wasn't for the fact that segments just don't want to connect sometimes. This happens too often, despite there being plenty of length for them to actually reach. Surely you discovered this yourself when you tested the game, but you obviously just decided that it's fine as it is; broken.
There are plenty of better games without badges.
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This game is not bad after all, however there are some really annoying things...
1. In design mode why the cross points can't be moved easily? It's make people nervoius to remeber in exactly where ponit should be, then use eraser, then switch to material, then use (click, click, and click again...) - it's not so fun.
2. I see that some kind of grid or some easy way for placement of cross-point (i find difficult to place them where they should be placed) is needed.
3. Picking up and moving sections also hotkey for eraser are mentioned.
I sense that after that more players can feel more comfortable constructing the bridge and have more fun watching how it's working (maybe only animation instead manually-clicking guys?)
Please vote if this is correct.
Thank you.
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This game has nothing to do with the original Bridge Builder game. In fact, it is more a transport game or the like ... no stress analysis of the bridge, no slow motion to analyze it all in more detail.