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Wouldn't it be nice instead of having "Connector is too long" display, the game would calculate how many connectors are required to make a piece that long, and divide the connector into that many equal-sized pieces?
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In the 40 Meter rush, you use the money you didn't spend on the main levels. You only have to get the guy across, so as long as the bridge will hold him, don't worry about tons of support beams.
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both hard badges done, but i never play this game again. The 24 Levels was pain pure. The Challence was "easy" (if you have "unlimited" ressources because of to much money) but it was way to slow. I mean: it start with 10m and go to 15 and 20, but then 22, 24, 26... and then 30, 31, 32... it was boring and anoing building up every time the SAME Bridge just to get a little bit more to the 40m. In other words: why we cant simple choose 40m to beat on start if we have enough money? I rated the on start wit 5/5 because i love the game concept, but with all that anoing random crap it is forever down to 1/5
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As others have said, it is a promising game (I like the blueprint mode!) but it needs a lot of refinement, such as more delete options, moving connecting points, and better confirmation that a piece you are trying to connect to a point is actually connecting.
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The idea is good, but I can't understand how a bridge that works fine for a elephant and several boxes collapses when trying to pass the last box... worse is that there are times when a bridge works fine, you change another one and the one you didn't touched but worked suddenly doesn't work anymore.
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"Oh hey, you know this wooden bridge crossing an endless gap? lets all three go at once carrying heavy boxes!" proceeds to fall to death...
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I'm sick of how there's no way to tell if anything's solid. I swear there's randomness in some of this - sometimes one connector breaks but the bridge holds, but other times the exact same design fails entirely. It kills the point.
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It starts out okay but as many have said there is a serious issue with the way that the physics works (and I'm not sorry about complaining about this since it is clearly bungled), when the issue is flexibility and weight it makes sense to be using wood... even for the elephants and safes!?! Er... yeah... that on top of the issue of small changes taking ages to make (please let us move an end point and have the pieces adjust) and it just becomes a drudge by the time you hit half way... Overall a game that promises much but falls before it finishes... (and I'm starting to think going after badges of the day is less and less worth it - so many fail games).
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Interesting game idea. Flaws in implementation. Needs a way to adjust pieces without deleting them. Also needs a way to speed up the game. Waiting for the stage to complete with multiple bridges takes too long...especially only to find out the final bridge needs work.
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I think it's sort of amusing how a little daring makes it pretty easy to get the medium badge after level 4.
But overall it's a nice game.
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Too random. I can run the boys across a bridge and have it fail one time and work the next. (Also, intolerably slow.)
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The connections established are bad. The pieces work against each other instead of joining together and supporting each other far too often. I like the idea, but the implementation needs work.
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im not sure whats wrong with this game, sure i tried it by myself and then checked youtube for some help, but every video dont work for Level 16 Oo.
If i build the solutions exactly with every costs listet, the bridges still break before the guys run over it. Its more error then trying...
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As frustrating as it is, it's satisfying if you imagine the builders as the embodiment of the very physics that kill them as they fall.
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I'm pretty sure the gravity is at least 2x heavier than Earth. That's the only explanation why my bridges keep breaking.
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Those guys always try to roll boxes, just like Russian military. Sometimes they get stuck. Give them carts already, it's game about bridges, not about workers after all.
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Allow us to build walks or connectors consecutively with gaps so that we don't have to change back and forth again and again and again. Building gets very tiresome. Or at least make some hotkeys to change the walks and planks so that we don't have to click on them again and again.
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great idea, super fun. but it is incredibly tedious to create bridges, fixed attach points and non-mobile connectors with a lack of a symmetry tool? keep working on it!
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There is something seriously wrong with the game. If I replay a bridge two times, without changing it, the outcome shouldn't change. However, the outcome changes constantly.