This app was mentioned in 10 comments, with an average of 2.00 upvotes
It's a pc game but you can get a game that is similar on gp called bridge constructor https://play.google.com/store/apps/details?id=com.headupgames.bridgeconstructor
The free version has 8 levels and the full version has 40.
Bridge Constructor piqued my interest, so I did some digging. Apparently it is an old mobile game. Might steer clear of this one, which is unfortunate. We don't have a Polybridge game, do we?
https://play.google.com/store/apps/details?id=com.headupgames.bridgeconstructor&hl=en
Ok, apparently everyone on Reddit is new to the whole bridge building genre of games. Instead of wasting your money on this crappy-graphics, poorly-featured clone, try any of these games for a much better experience:
Pontifex was the classic one that pretty much set the bar for the entire genre, and is usually the one that everyone remembers. Bridge Construction Set is a much more complete, feature-filled and visually identical version of Pontifex, and is my personal favourite - you can do absolutely anything with BCS, including draw bridges, asymmetrical bridges, moving bridges, anything. The Bridge It series is the more modern version with realistic updated graphics, but I believe it aims more for graphical quality and less for features and creativity, and has slightly fewer features than BCS.
Or, there's even mobile versions:
Bridge Constructor - 4.2 rating - $1.99 with IAP - Search manually
The Room - 4.8 rating - $0.99 - Search manually
Monument Valley - 4.8 rating - $3.99 with IAP - Search manually
World of Goo - 4.7 rating - $4.99 - Search manually
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'Bridge Constructor' on Android is pretty close.
My copypasta regarding the latest Poly Bridge craze:
Pontifex was the classic one that pretty much set the bar for the entire genre, and is usually the one that everyone remembers. Bridge Construction Set is a much more complete, feature-filled and visually identical version of Pontifex, and is my personal favourite - you can do absolutely anything with BCS, including draw bridges, asymmetrical bridges, moving bridges, anything. The Bridge It series is the more modern version with realistic updated graphics, but I believe it aims more for graphical quality and less for features and creativity, and has slightly fewer features than BCS.
Or, there's even mobile versions:
>I'm doing this AMA to build publicity and support for the kickstarter campaign for my video game, Rocket Island! I have used all of my pedagogy research and experience in educational technology to design and develop Rocket Island, after learning to program games from YouTube tutorials.
I am 200% behind the idea, I love video games, I think they are the perfect tool to help students learn complex things because the video game can deliver the correct and necessary information to progress, in and out of game, at the exact time it's needed,
BUT
I don't what you have right now is very good. In fact, if I am perfectly honest, this might be worse than alternative ways of getting the same information across.
Writing this kind of broke my heart, because I know this was hard, I know this took up a lot of your time and I know all the ups and downs that are connected with a big project like this. So for all the bad feelings this post is causing you, I am truly sorry.
Here is why I think what you have isn't good:
You say the goal is to get into the rocket. Probably because you think that's exciting and a worthy goal. I have bad news for you, because Kerbal Space Program exists and I'd rather build and fly rockets than working towards sitting in one.
As far as I understood it, you go around the island and collect various resources and a text will display and show you what they're good for, like in the first screenshot on your project page. This is bad because whatever properties this item has, they're as far as I can tell not used for anything in terms of gameplay. The items are simply collectibles. Best case scenario is that students will look at the first two and then simply close the info window, because in terms of gameplay, it's an obstacle, not useful information.
You say you have an open world/island to allow students to explore things at their own pace. I don't think that's entirely honest, for two reasons: Open worlds are easier for you to make. You aren't showing anything that convinces me students would progress at their own pace, if all you're having them do is go around and collect stuff and deliver it to people, they're moving at their pace, they're not learning at their own pace, they're learning at whatever pace you set when you shown them these bits and pieces of information.
>The real risk for our project is if we don't reach the funding target. If we do, we are confident we can deliver the basics structure of Rocket Island that was outlined in the campaign video
>extensive Pedagogy research which has shaped every facet of this game.
So sum it up: the best case scenario is that your game is a vehicle to deliver the same kind of texts and questions, that look to me like they are just as boring as when they are presented in work sheet, on a piece of paper.
The worst case is that this will be actually funded and given to students to "progress at their own pace" but at minimum until chapter 2, due next monday.
The last problem is the market. There is no game set out for people to learn things this way or about the topics you cover? That's nice, but there are tons of games that can teach things that look better, look like more fun and are often cheaper too.
Here is a list of games I'd rather recommend and play over what you've shown me:
Minecraft. Basic, but you learn about things like, glas is made from sand, and then the teacher could throw in some additional info, show everyone how to make glas in the game and now all the children have glass to put on their little huts and houses. Yay!
Anything where you have to buy things if you want your basic trading and math problems in there, Sims comes to mind, so does every other management game that's in some way about money and how you spend it.
Zachtronics games are real mindbenders, but the basics are simple, so I'd not hesitate to at least try it with some kids, they teach a bit about chemistry and electronics, at least the ones I've played.
This bridge building game that I googled just now teaches you about mechanics.
frog fractions might teach you something about fractions.
of course Kerbal Space Program but I listed that earlier.
This is an AMA, so my question is "Why would a student want to play this game?"