Installa Steam
Accedi
|
Lingua
简体中文 (cinese semplificato)
繁體中文 (cinese tradizionale)
日本語 (giapponese)
한국어 (coreano)
ไทย (tailandese)
Български (bulgaro)
Čeština (ceco)
Dansk (danese)
Deutsch (tedesco)
English (inglese)
Español - España (spagnolo - Spagna)
Español - Latinoamérica (spagnolo dell'America Latina)
Ελληνικά (greco)
Français (francese)
Indonesiano
Magyar (ungherese)
Nederlands (olandese)
Norsk (norvegese)
Polski (polacco)
Português (portoghese - Portogallo)
Português - Brasil (portoghese brasiliano)
Română (rumeno)
Русский (russo)
Suomi (finlandese)
Svenska (svedese)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraino)
Segnala un problema nella traduzione
This unbiased opinion brought to you by Friend™.
Everything was pretty elegantly placed. The normal snags didn't apply with your puzzle (e.g. level is bigger than it needs to be, unnecessarily deadly situations, requirement of unusually quick reactions, etc.).
Really, the only thing I can say is to make turning on the excursion beam a puzzle in itself (instead of just flicking the switch), but even then, it might make things too complex. I like to create puzzles with the mindset of "less is more," and I feel you've achieved this.
Didn't get stuck once, and in most cases, that's how I like it. Sorry I can't give more critique, I usually try to lend some insight! :)