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You can get 500 gold coins in a single level, literally. Make a simple bridge that works, you will have $xxxx savings. Spend ALL your savings on clutter (pieces not connected to the bridge). Win the level (with $0 savings), then replay it, but with $10 savings (by reducing the clutter in $10). Replay again, each time saving $10 more. You get 2 gold coins for improved score every time.
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Maybe I'm wrong here, I've only played a few levels, but the coin award system seems seriously flawed. You receive 5 coins for completion, 5 for KISS, and 2 for score improving. In other words, to maximize coins, you should start by building the most expensive bridge first and improve on it bit by bit to constantly get the 2 bonus? Seems like a bad way to reward the player. :/
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These guys have no respect for any furniture. The lamp was knocked over and rolled ON the lamp shade. I rate the game 10/10, but the movers a 2/10
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For those with an issue with direction management, it becomes quite necessary in the later levels. Also the later levels seem to consist mainly of: 1. Create basket 2. catch item in basket 3. Manoeuvre item to end.
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I keep getting an internal error ticket ID IE-KSDRL cannot save game data upon opening the game... Wish I could play :(
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Nice game, but it should be possible to move the end points of any piece just by dragging it, instead of erasing and putting it back again
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To be perfectly honest, going for the K.I.S.S. award badge takes far too long to be worth it. I guess it's called "Avaricious Architect" for a reason.
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So far I've been... frustrated by terrible physics, a bad looping song, and poor design play. The idea that some levels are only "kiss" by spending a limited resource that doesn't stay on the level if you exit is a design flaw as well. If I activate "cheats" on a level they should stay till I delete my save.
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This game does not improve on the first one. None of the problems have been addressed. In fact, it has made it worse through character control, which adds an element completely unnecessary and indeed distracting to the main point of the game.
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Why is there 100 elephants stranded on clifts, and people building thousand doloar birdiges to save them, instead of air-lifting them out?
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* Makes a superstructure to make sure he can beat the lvl, uncaring about the hard badge. Presses start. The whole bridge collapses before the guy even touches it. Drat! .-. *
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still as boring as the first one, having to actively click the people just makes it tedious when they accidentally get thrown off a ledge. good mechanics but too many flaws in the design part. not registering connections because the lengths off by a pixel or two 3/5 could use some refining.
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[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.
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Cost wise, I should just need to spend at most $100 to get rid of the bees... nah, it's too risky, better build the whole $2000 bridge around it.
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This version of cargo bridge is less about physics and structural integrity and more of a puzzle game. I found myself building more swings and catapults then solid bridges. In that aspect, I liked the first one better. This one has its plus's too though. But after a while, my flash player really starts to drag and I have to reload. Bad thing is that my progress doesnt always save and I have to redo a ton of levels. That really drags too!! >8
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biggumby said "1 Controlling the guy just isn't fun. There isn't a need for it". I don't agree. It's very helpful for getting the hard badge. You can slowly walk over a bridge or send worker one by one, while sometimes 2 or 3 worker were too much in the first sequel. The manual control comes in really handy. Thanks for that.
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In zone 3, a lot of the levels can be solved by extending a rope from a crane to an object, encasing the object in walk material,, and simply dragging the object to the truck via the crane without using the workers.
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Horrible game. Joints do not want to hook up, every time I hit test it falls apart. Joint to a Joint should not fall apart, but it does. The game does not recognize the hook up. Very poor design.
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Yeah, like users said before, don't worry about getting KISS awards in the first zone - this ones are the hardest to get actually. You will get a lot of KISS in the 3rd zone.
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build super long amazing bridge waste all money
win
try again delete 1 extra piece
get imrpovment money
repeat untill smallest bridge possible max coins
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I really like bridge building games. But this game really needs a grid so you can plan your bridge better and make it squarer.