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As it stands now, Poly Bridge is an enjoyable physics-based puzzler, but its rough edges keep it from being truly phenomenal. Fortunately, though the game is feature-complete and stable, it's still technically being worked on and expanded, so it's possible that these issues could be smoothed out. Bridges will fail in completely different ways (even on the same level), so deconstructing the problem will result in a ton of trial-and-error testing.
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Even worse is the fact that it can be almost impossible to tell which section of your bridge seems to be failing and why. It's possible to play through one or two stages and have no problem with your bridge design, but the next stage or two will be so punishingly difficult that you may throw your mouse in frustration. Unfortunately, the game's random level of difficulty affects playability. 1-11 Low Budget Bridge: 0m 12s 000ms: 2m 44s 543ms: 1-12 Double Decker: 0m 19s 000ms: 3m 04s 273ms. Alpine Meadows - Glitchless in 3m 55s 220ms by Icysnowman Icysnowman (Obsolete) Notes. That only grows when you're able to use fewer materials, but you can make a bridge that's just as solid.
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Though that may be a bit dismaying, it also provides a sense of elation when the player manages to build a bridge that withstands the challenge and lets you proceed. Any one of these factors can make the bridge fail spectacularly, crashing to the ground into a heap. But that's the deceptive hook cast by the game to reel players in in reality, the structure you build in each level has to withstand the stress of the materials themselves, the forces of gravity, the momentum and weight of the vehicles, and so on. It's almost like a digital erector set for cars that seems like it can be beaten in minutes. At first glance, Poly Bridge doesn't look like it's going to be anything special: The visuals are somewhat low-definition (which stands out in this era of HD-/4K-resolution gaming), and the concept of getting scooters or school buses from Point A to Point B sounds overly simplistic.
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