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Barnette Academy Group

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Joshua Moore
Joshua Moore

Poly Bridge

Enjoy hours of bridge-building fun with loads of levels to solve, ranging from simple light car bridges to multi-deck draw-bridges and jumps, just to name a few! Levels get increasingly challenging from the engineering aspect and restrictions are also imposed on the resources you can use to build your bridge

poly bridge

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What would an awesome bridge-builder game be without an equally awesome Sandbox?Go wild and create the most complex bridge the world has ever seen, or just an absurd creation that pushes the mechanics of the game in a new direction, and if you're feeling like it publish your design online as a puzzle level on the Workshop for everyone to try and solve!

Download hundreds of extra levels from the Workshop!We'll also be featuring the most original and fun bridge designs that are submitted, making it easier for you to find the ones that are worth the challenge.

And it's SO much more diverse than World of Goo, so the only similarity is the building part, and of course gravity, but other than that, there's much more to it, what with all the different materials and tech you need to use to build all the different types of bridges. And there's also more than enough replay value, if you like revisiting levels to optimize builds to up your high score.

Here's my update. I wish I would have skipped on this game. I can't believe it received an 8! I think a fairer score would have been a 5 or 6. The controls being terrible is a real thing. The motion controls don't work well. They are very frustrating to use. Using touch screen is the best way to play this game but one of the tools to add a working joint into hydraulic bridges is broken. It makes me question how much of each game the reviewers actually play before assigning a score. You encounter this feature being broken very early in the game! I too managed to work around this by docking it and double clicking with the joy con but the second hydraulic I built did not work with this method either! I read on another site that the developers are working on this specific problem now, but I would highly recommend skipping this game until it's fixed. It's sad because it seems to be fun.

Poly Bridge 3 will also have a sandbox mode, allowing you to experiment with designs without the worry of time limits and budget constraints. For more hardcore bridge builders, the "open-world" campaign mode offers 100 levels that have their own unique scenarios, set across deep canyons, quaint streams, and angry rivers. Workshop support will also be available for community-made levels and a Twitch extension will allow content creators to build with their audiences.

Poly Bridge 3 is confirmed to feature a new campaign which consists of over 100 levels.[1] The game would also introduce another new material, foundation, which is expensive but effective at reducing stress.[2] A sandbox mode would be available as well, allowing players to build bridges without the limitation of budget and resources.[3]

The idea is that streamers can accept viewer suggestions for a bridge design - either an altered version of what they were already working on or an entirely new design of your own concoction. It feels like a pretty cool back and forth as well as a good fit for the kind of game Poly Bridge actually is.

Poly-Bridge is a strong and conforming polyester reinforcement fabric to help seal areas prone to splitting and leaking such as flashings, cracks, gaps, vents and seams. Poly-Bridge also provides additional tensile strength and elongation to preserve and protect the surface from the elements.

The game is basically many levels of bridge building, with an additional sandbox for when you master the game. You go from level to level, starting at the tutorial, and are faced with two sides of a waterway and a couple of anchor points where you can start your bridge. From there, you use your limited inventory, and your budget to build a bridge that wont collapse under the ever changing load they forewarn you of.

The tutorial makes it look easy, but before too long, your bridges are collapsing time and time again. It is up to you to work out why it is collapsing, and to use your physics and engineering knowledge to correct your collapsing bridges.

The game moves on from single layer static bridges quite quickly and soon you will be building double story bridges and drawbridges. The vehicles that you are to ferry across your bridge not only get larger, but they all of a sudden need to go to different levels and even return back to the original side.

Intuitive Interface: Building bridges sounds complex, but the team at Dry Cactus have really thought about the layout and construction method to make it simple use with a clean interface.

Where Am I Failing?: This is most likely by design, but we would love to know where our bridge is first failing. Maybe a red highlighted joint. I do suppose it does add an extra level of puzzle to the game, but it would be useful information.

Big Fingers, Little Screen: We are really glad they bought this out for Android because its fun. But massive fingers will struggle to lay down your bridge easily. You will need to get used to zooming in and also get used to the move tool. We ended up just laying down the components and then moving them.

Poly Bridge 2 is a simulation puzzle game developed by Dry Cactus. The game tasks players to create a bridge to help a vehicle pass over a body of water, under flying planes, around boats, and more. What starts as a simple task usually ends up as a chaotic mess, and that is by design. Dry Cactus has a fun game on its hands, even if it is an imperfect one.

Poly Bridge 2 uses multiple tools to get the job done. Roads are used to drive on. Wood is placed to fortify the bridge. While steel is a more expensive and stronger version of said fortification. Rope and cable wires are used to allow for suspension style bridges, further increasing the options for creativity. While hydraulics help create draw bridges to make way for oncoming boats and the like.

Each level usually has a set budget, and completing the level under the budget isn't always easy. While it's tempting to spend tons of money on expensive steel and cables, the cheaper less effective wood can still get the job done with some smart planning. Levels can still be completed over budget, but it's fun to try to beat them as cheaply as possible. There is also a leaderboard for each level that shows players' top scores, including whether or not levels were completed with or without breaking the bridge (as it is possible to beat a level at an extremely cheap price while also breaking the bridge).

Poly Bridge 2's biggest flaws are the lack of help that it gives its players. While the tools are unique and cool, they can be rather confusing. There are a few tutorials, but even those aren't all that useful. When building a simple bridge, the "triangle" method of putting structural pieces in a triangle formation above or below the road helps hold the bridge together. This tutorial helps explain one of the core mechanics, but the hydraulics tutorial is not as helpful. The tutorial tells the player to click a few buttons, but doesn't explain why. And when it comes to things like ropes and springs, there are no tutorials. There is a tip section, but that area is again only slightly detailed. The original Poly Bridge was lacking in helpful information, which is why the community stepped in and filled the interwebs with countless tutorial videos and how-tos. Dry Cactus had plenty of time to create a better and more useful "help" section with Poly Bridge 2, but it seems to have missed that opportunity.

When the first "jump" levels are introduced, or when the first suspension bridge levels are shown, the player is mostly on their own in figuring out how to use the tools they have to build the bridge. It's very much trial and error and can be frustrating. Additionally, these levels are not easy by any means; the very first ramp level that asks players to jump a car over a huge canyon is massive, and not simple. So instead of easing the player into the game mechanic of springs, the player is forced to figure out how to use the tool.

Thankfully, any level can be skipped entirely and returned to at a later time, but that's not an ideal way to progress through a game. Additionally, when a player leaves a level and returns to it, all the progress is saved, meaning the bridge design the player has created will still be there. This is a nice touch as someone may want to simply take a break from a tough level and come back to it at a different point.

At the start of every level, there is a quick rundown that explains when each item will move in the simulation. Each item is marked with a letter in the alphabet. For example, "A" might be the ambulance vehicle, "B" might be the hydraulics for the draw bridge, "C" might be the boat, "D" might be the hydraulics for the draw bridge again, and "E" might be the motorcycle. In this sequence, the player must create a bridge that is strong enough for the ambulance to cross first, then create the hydraulic system that can lift up for the boat to cross under the bridge, and finally secure enough for it to place back down for the motorcycle to drive across at the end. In this scenario, the game works wonderfully. And when all these pieces come together the game is an absolute blast. It is truly fun to create a bridge that works like a giant puzzle for each piece that needs it.

Some of the coolest levels are the ones that combine every tool in the game. The most complex levels, however, can get quite involved. Creating bridges over very long bodies of water that climb underneath of airplanes and need to open back up to make room for huge cruise ships can be more than a challenge. The end result can also be a hideous bridge, making for a laughable design. One would hope to make a bridge that is not just functional but looks cool, and it sometimes seems impossible to do so based on what Dry Cactus is asking for with many of the levels. It also is frustrating when bridges are collapsing left and right without truly understanding why. The larger the level gets the harder it is to understand just why it isn't coming together. It can easily end up being a guessing game of slapping wooded slabs together until the bridge doesn't fall apart. 041b061a72


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