安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






The only reason I got stuck with the pillar is because I didn't see the note underneath and thought the eyeball was the only reward. Perhaps this could be improved by repositioning the chest.
Regarding what other comments are saying, I think there's some level of fun trying to figure out which chest opens after solving a puzzle. However for the eye ball falling maybe there should also be some visual cue for people with sound problems.
Aside from that I think it's a very easy room (assuming this is your intended difficulty level) and the design was done superbly. The last puzzle was my favorite because I thought it was straightforward but it turned out to involve some more thinking. I especially love how the outside of the windows show plants so it doesn't give a feel of just a floating room.
This implies that the dragon who is speaking in the quote is referring to another dragon to HIS right, not right from the point of view of the player looking at the dragon eyes. The solution as it is is not consistent with the clues given. You don't seem to understand the difference between the players' perspectives and the perspective of the dragon giving the quote.
Italoor is correct regarding checkmate. Perhaps have the king move out of check?