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Bridge Construction Chaos's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #514 | 3.550 | 3.550 |
Originality | #887 | 3.600 | 3.600 |
Overall | #987 | 3.350 | 3.350 |
Presentation | #1262 | 3.400 | 3.400 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Attempt to build bridges without stopping traffic. Out of control doesn't begin to capture it!
Did your team create the art for this game during the 48 hour time slot?
No
We used pre-existing art
Did your team create the audio for this game during the 48 hour time slot?
No
We used pre-existing audio
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Comments
Really fun game. The cuddly sound effects were probably the best touch I have seen in the jam! Loved it!
Thanks! The sound effects weren't made during the jam, but raided from an ancient Flash game of mine; Rabbit Rustler. I made them with my girlfriend of the time. We had a lot of fun doing that!
Hilarious game. I loved all the little things like horns honking, people squeaking, and rocks crumbling. Game really felt alive. Great job!
Thanks, glad you liked it!
Oh man, this game is wild! I'd wager it's the most chaotic feeling puzzle-game I’ve played so far! This is just me, but I feel like a good puzzler should make you feel like you're a creative genius when you come up with solutions, and this game definitely accomplishes that.
Thanks for rating Connor. Glad you liked it!
This game is very cool! clever ideas, please keep working on it even after the jam, it needs a bit of polishing buti think this game has a lot of potential, good job! Please check out my game too :D
Thanks fella. I've said this before, but if I ever do go back to this, I think it'll become a VR game. I think VR is perfect for the sorts of interactions here, rather than the cumbersome crane you could just use your hands to directly manipulate things.
Nice original idea! I love the open endlessness of the levels too.
My favorite level was "fill the hole", and I felt so cool and clever, and I also thought it was funny, when I let cars just pile up in there to fill it up.
I like the art style too, and something about cars and cars just piling up, and then those big brick things just absolutely exploding is hilarious to me. I also found it incredibly fun to clear paths by just knocking stuff over with cars.
While I like the idea, and found this very fun to play, the controls were a bit funky. I know this may have been difficult for the game jam, but I would have loved to be able to reverse the triggers. I instinctively think that the right trigger will pull the magnet down, but it doesn't. On top of that, sometime while carrying something, the magnet seemed to get stuck, and I'd have to hold the button before it ever started moving, and then the magnet would somehow get stuck under the level, and I'd have to swing the little thing around to get it out.
I also wish there was an indicator that the magnet was on (just for game juice feels), but more importantly specifically *what* was attached to the magnet. A simple color tint or effect would be really good, sometimes I would not know what was attached until after I started flailing around.
I like the out of control cars that just keep coming, and thought it was a fun part of the level to figure out how to clear them out for the new cars.
You did a really good job with this one!
Thanks for reviewing so thoroughly. It's great as a developer to hear when someone likes your work. I'd check your game out too, but it doesn't look like you submitted one. If you were part of a team, send me a link to that submission please.
In "Fill the Hole", my favourite tactic is to scooch over to one of those big blocks before the pickup trucks start spawning, very gently pick it up without breaking it, turn it sideways and drop it into the hole. Obviously it doesn't fit, but it smashes when it lands and fills the hole pretty satisfactorily!
Whilst I didn't make the car art, the ground and breakables were all made by me during the jam. The water is just dropped in from an asset pack, I think AxeyWorks low poly kit. I was going to use that lots more to add little details everywhere, but when I tried it just spoiled the simple clean look of the world.
You're so right about the controls. If I were to do any more work on this, I think I'd convert it to VR and just use hands to interact. You'd get better, more intuitive controls, and twice the number of 'cranes' and way more fidelity.
I went back and forth several times about which way round the triggers should be. Couldn't decide which was more intuitive. It's the way it is currently more by chance than design, to be honest. It's just the way I found it intuitive at the end of the jam. It might have been better to use them for rotate, the sholders for camera control and have an axis free on the right stick for up and down. One thing is certain though - that needs to be an analogue control.
There is a sound effect when the magnet attaches, but that was added totally last minute. Literally the last thing to go in! To be honest, I hadn't even thought about doing things like highlighting the connected item, and when the magnet is on. Definitely would improve it.
Nice original idea! I love the open endlessness of the levels too.
My favorite level was "fill the hole", and I felt so cool and clever, and I also thought it was funny, when I let cars just pile up in there to fill it up.
I like the art style too, and something about cars and cars just piling up, and then those big brick things just absolutely exploding is hilarious to me. I also found it incredibly fun to clear paths by just knocking stuff over with cars.
While I like the idea, and found this very fun to play, the controls were a bit funky. I know this may have been difficult for the game jam, but I would have loved to be able to reverse the triggers. I instinctively think that the right trigger will pull the magnet down, but it doesn't. On top of that, sometime while carrying something, the magnet seemed to get stuck, and I'd have to hold the button before it ever started moving, and then the magnet would somehow get stuck under the level, and I'd have to swing the little thing around to get it out.
I also wish there was an indicator that the magnet was on (just for game juice feels), but more importantly specifically *what* was attached to the magnet. A simple color tint or effect would be really good, sometimes I would not know what was attached until after I started flailing around.
I like the out of control cars that just keep coming, and thought it was a fun part of the level to figure out how to clear them out for the new cars.
You did a really good job with this one!
You had so much fun you reviewed it twice?
Oh, you've got a submitted game attached to this one... I'll check it out.
Strange, I didn't mean to submit two reviews? I wonder why one doesn't have a submission
Ok, I think if I make the ratings for the game, forget to save it, and then try to post a comment, chrome will ask if I'm sure I wanna leave the page, but still send the comment through. So then I click cancel, save the rating, and then press submit
Itch is weird. I swear it didn't have a link to your game, but it does when I look now!
bad choice to not make it playable with the keyboard
I understand, but there are way too many controls for keyboard, and you kinda need analogue sticks to be able to drive the crane.
Really good idea and original had fun playing , as more have mentioned a few tweaks here and there, other than that good job :)
Thanks for playing and rating!
This was perfectly themed. I lost control many many times hahaha And that frustration was so well framed amongst the horn toots and driver screams! Great sound bites and humour to the game. Needs a few physics tweaks but hey, this game is great!
Thanks for taking the time to play and rate!
This game is very frustrating but i love the graphics and the destructible environment. This is a really great idea and can be very fun when you learn the game. It is a problem that you can't use a keyboard but i know how time consuming it can be (at least for me) so i get it.
It's not really a question of time with keyboard controls, but fidelity. There ended up being loads of separate controls, and they all kinda need to be analogue really. I figured in a games jam most people would have a controller!
And yes, it's pretty frustrating. I think the theme leads to that naturally, and I should have done more to deliberately avoid it. Mistakes were made! Thanks for playing and commenting, much appreciated.
This game is really frustrating but in a fun way! I finally managed to complete all levels but many cars lost their lives in the process. Really unique idea and fully fits out of control. Pretty sure I started throwing cars in the sea out of anger
With a few tweaks to make it clear what was being held with the magnet and tweaking some of the physics I would definitely play it more!
"Pretty sure I started throwing cars in the sea out of anger" - a totally sane response! Don't worry, I'm almost completely sure they can swim. Despite what they might say as they enter the icy cold sea...
really fun game! i cant really put my finger on what it is missing but maybe thats just me! overall very fun game and great job!
Thanks! My todo list was pretty clear by the end of the jam. I think it read "music, trailer, pad rumble FX". I'd say I got most of the elements in there that I wanted.
Had to pull out my controller for this one. This is a cute and funny game with wacky control. The sound effect is pretty funny too. If the control is better, the game would be really fun to play, just destroy some cars/object with that crane. Good job!
Thanks for the feedback!
I really like this idea! It's just a few tweaks short of being really good. If you were to continue working on this (and I hope you do!) the first things I'd address is probably the over-active physics on the crane rope and the tendency of cars to pile up in a way that becomes unmanagable. Those are both fairly straightforward fixes though; the core design is solid and can be heavily improved upon. Great work!
Thanks for the feedback. I was going for uniqueness, rather than playability! I love exploring novel ideas in games. Bridge Construction games are a favourite niche genre for me, but they're all so similar as to be practically the same game. I was trying to think of ways to mix it up - not having separate construction and testing phases was what I settled on.
If I do spend any more time on this, it'll probably become a VR game (Rift, Quest) where you manipulate things directly with your hands. That should take care of the janky crane physics!
Is it only playable with a gamepad? I really want to try this out but I only have a keyboard
Sorry, gamepad only. One of the drawbacks with making a game in a hurry is you don't get to add niceties like alternative controls. I'll cut a trailer together for those who can't play.
This is a fun game, and I hope it gets some more ratings!
Thanks!