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Game is too random you can watch the same simulation multiple times and some times the bridge will break and sometimes it won't also it seem to break in different ways.
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Say, how many elephants do you think we can fit on that wobbling wooden span?" "George, I reckon we won't know if we don't start with at least three.
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By the time I got the hard badge, I realized i hadn't built a bridge. I had just finished making a 40 meter long monster of wood and steel.
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fun concept, and plenty of laughs. I would really have appreciated a faster way to delete bridge pieces, whether via hotkeys or better mouse interaction. It takes a long time to dismantle a bridge piece-by-piece, and when I've built a first working bridge on a multi-chasm map, I don't want to hit "clear all" to deal with a complicated faulty bridge
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Could be cool to have a bridge building game that wasn't only about short-term durability - but also about longterm durability, introducing the complex reality of additional longterm cost with low budget bridges, and the problem with random or highly unpredictable risks that can occur.
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When the challenge bridge started increasing a meter at a time I was ready to scream. What kind of stupid badge requires me to make the exact same bridge over and over again?
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The game needs a slow motion to see where the failure was, or even better better yet a display mode similar to the FEA (finite element analysis) of CAD tools. Having data on the stresses and deformation (say right when the bridge fails) in the members would be great. And since I assume the simulation algorithm has this data internally, it should be really easy to display.
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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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that 3th cargo guy is a real fatty, the first 2 guys can walk over the bridge carrying a elephant each but he cant even walk over it solo without breaking the damn thing!
"Don't eat that doughnut fatty.....doughnut BAD very very BAD!"
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For my Kongregatians stuck on the second level; the way to win saving the most money is to simply make the bridge like a little mountain. Two sticks is all you need per gap, a flatter version of /\.
Happy gaming!
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OK, these workers can push and tip over an elephant on an even piece of ground - but they cannot push a crate hill upwards?! What the **** is in those crates?!
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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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My workers can't climb the slopes. Pretty big fail that my bridge has to be re-designed for such a silly reason. FFWD button is a must.
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made a wickedly awesome bridge. 19 dollars left over. it breaks. made another bridge. 1900 dollars left. it worked. WTF?!?!?!
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There seems to be very little relationship between how much a bridge is reinforced and how sturdy it is. It seems more about minimizing flex. If a bridge can move, it's probably going to break regardless of how well it's supported.
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That moment when you spent 15 minutes constructing an insanely complex structure only to press the button and see it break into pieces as if it were made of pretzel sticks...
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In a recent develepmont several bodies of workers have been found at the bottom of a cliff, along with several Elephants.
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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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the hardest part of the hard badge, is not building the bridges. Its repeating the same tactic over and over and over again until you reach 40m.