Bridge Constructor is a series of physics-based simulation-puzzle video games developed by ClockStone and published by Headup Games. While themes and elements change across the series, each game is based on planning out a bridge across a river or ravine using a number of parts, limited by the geometry of the space and the total cost of the parts. The goal for each scenario is to make sure that one or more vehicles driving across the bridge can reach the other side safely.

The second Bridge Constructor game, eponymous to the series, was released for Microsoft Windows on 1 December 2011.[2] While it was generally successful in Europe and topped the app charts there, it didn't really catch on in North America until after a Reddit post by a player of the game within the "GamePhysics" subforum in March 2014. The post showed a GIF-image of a truck just making it across a bridge as it was collapsing underneath it. This created a large interest in the title, resulting it being the top paid iOS within 10 days of the image's posting. Headup Games took initiative to offer sales on the game and cross-promote the other titles in the series. With the boost in North America, the game saw over 27 million free and paid downloads, and a "good seven-digit figure" in paid sales by March 2014, according to Gregor Ebert of Headup Games.[3]


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I love Poly Bridge and have sunk considerable time into it, and have recently completed Portal and Portal 2 for the first time, which I also adored. Despite mostly positive reviews and accounts testing, I can't help but shake the feeling that despite all the Portal mechanics, this game would be more watered down in terms of difficulty/creativity compared to Poly Bridge. It appears you get unlimited budget, effectively only 3 materials (bridge/wood/rope), and you can't create/replace portals in the middle of the level. Something about the physics seem a little "cheaper"/unrealistic compared to Poly Bridge too.

Bridge Constructor Portal isn't a game designed for a typical educational setting, but it could be used early in a STEM unit on engineering; students could get a feel for what kinds of bridges tend to be sturdier. Students will likely be highly engaged in the game, as it's quite fun and visually appealing, which would make it a great hook for a unit. Try doing the first few levels as a class or in small groups and share out experiences and designs that proved to be successful. It's important to note that after 15 or so levels the difficulty may become too frustrating for many younger students. There are some levels with turrets that shoot bullets and cause explosions -- nothing too gratuitous, though some teachers may not be comfortable with it. Also be sure to play the first few levels to see how the game's mocking humor sits with you.

The object of the game is simple: Construct bridges with appropriate supports that allow at least one vehicle to make it to the finish (for an extra challenge, try to design your bridge so that it can support a convoy). The only three building materials are regular supports, roadway, and suspension cables. The cost of materials you use is calculated, but there's no spending limit. Levels become increasingly challenging to solve, eventually involving aspects of the original Portal series: avoiding or knocking over turrets, a gel that changes the friction of the roadway, and of course, portals.

Bridge Constructor Portal is a good game for the typical consumer but a tough fit for the classroom. It would have been better if the developers had provided a little more support for the player at the start of the game, taking advantage of GLaDOS's condescending and funny delivery. Initial levels teach how to play, but they don't offer much explanation for why it's a good idea to build a certain way. There's a Best Practices section with slides that do provide some of this information and give helpful ideas, but students don't necessarily know which context to use them in. It would be great if each of these best practices were broken apart and delivered in a scaffolded way. Most likely, students will build and improve through trial and error -- which can be a valuable learning experience if the teacher stops frequently to have students discuss what's working. With teacher support, students would be able to transfer what they learn in the game to a more robust experience engineering bridges.

The object of the game is to build a bridge strong enough for a pair of , trucks, or a single gasoline tanker to cross. Each level has a list of materials that can be used to piece together the bridge, with a set budget that you can't go over.

There are four different types of materials you can use when building a bridge: wood, metal beams, concrete pillars, and cables. The wood is typically used as the road for the bridge itself, and early on in the game it's also used to construct the support system. As the spans get longer and more complex, the metal beams, cables and cement pillars come into play and help strengthen your creation.

You connect the various materials together in any pattern of your choosing to build a road for the bridge, along with a support system to hold it up. Some levels are simple, requiring only the road to span a river with a triangle-style support system. Other levels are far more complicated and force you to dig deep to recall high school math, taking into account weight bearing calculations and such. I found trying to connect the various materials in a way that would create a sturdy object to be extremely challenging.

During the building process, you can preview the structure by tapping on the play button. The preview offers you a chance to look at the bridge and how well built it is using colors to indicate its strength. The game will highlight the stronger sections in green and weak points are marked with a color ranging from yellow to dark red. The closer the color is to dark red, the weaker that particular section is.

Once you evaluate the current strength of the bridge you can elect to have the cars drive across and test it out, or go back and try to strengthen it. The preview feature is something I enjoyed using a lot, and is a critical part of the game. Often times I would build the support structure for half of the bridge, only to preview it to see if my blueprint was solid. If the section I had just built crashed into the ravine, I would start over.

Where the game gets interesting is when you make a judgement call on whether or not the bridge will hold up, even if half of it is a lighter shade of red. I found myself tempting fate and sending vehicles across the bridge even when sections were dark red just to see where it would fail. And if if the bridge did fail, I had a good idea of where the failure point was and could attempt to fix it.

On the other hand, part of me was hoping to create a sequence of events that was captured in the Reddit GIF. Just maybe, if the bridge failed in the right place, the resulting explosion would launch the tanker into the air just enough to get it to land on the other side.

On more than one occasion, for example, I was able to get past a really difficult level by purchasing a blueprint for a bridge with coins I had earned in previous levels (you can buy blueprints for just a section of the bridge, or the entire thing if you'd like). In addition to buying solutions you also can eliminate the budget for a particular level, or all levels if you want. I'd recommend not taking that step, though. Sure, the budget can be annoying and restrictive (just ask any real bridge engineer), but it's part of the game. After all, anyone can build something that's sturdy with unlimited resources.

When building the bridges you'll have to take several factors into account, such as the material you want to use (wood, steel, cables, concrete pillars), the bridges' support points, or the amount of simultaneous weight it will be subjected to. Depending on how well you do, you might also be able to make it onto the online ranking and share your scores on Facebook.

Because yes, you have to give your crew assignments. Some are time related as to where you must set and deploy a trap. Others are get your ass from point A to point B.

But all of them have the same jest. Build a bridge, complete the goals and survive to tell the tale.

Bridge Constructor: The Walking Dead is the latest spin on the game. The core concepts are still in place, with you needing to construct a bridge that allows subjects to cross. In the past that has been vehicles, people, etc. This time out it is the survivors of the post-apocalyptic zombie outbreak.

I'd also be interested to hear the thoughts of anyone who has played both this and Poly Bridge. Poly Bridge really grabbed by attention in the Nindies Direct, but I haven't got around to buying it. Not sure which of these two games would best scratch that bridge building itch. Poly Bridge reviewed slightly butter, but this has portals! Aah!

Engineer the best bridge you can with limited supplies and cross vehicles successfully. The tabletop game keeps the puzzliness, the wackiness, and the fun of the mobile game while expanding into areas that are uniquely suited to the tabletop realm, such as: In-person, face to face multiplayer action, unexpected events to confound other players, the ability to cross tons of vehicles, and more.

So, in addition to building bridges and ramps for the vehicles, players might need to do the following: Build an angled construction to redirect an energy pellet to a switch, that makes a cube dispenser drop a cube, that needs to be transported with a slide-like construction to a button in order to deactivate a laser field, that is blocking the way. Yeah, Rube Goldberg style! ff782bc1db

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