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Báo cáo lỗi dịch thuật
In retrospect, it feels like there was an effort to make the maps look a particular way, but in the process it lost the visual cues for the players, which, when added to the exact timing nature of many puzzles, made the levels functionally unplayable for me.
The first is the number of exact timing puzzles that are encountered - and by exact I mean split second timing needed. This first shows up here when you get the portal gun. I may be a midling player, but I did complete the main story and the multiplayer portion of the game, and I don't recall either of them requiring that degree of precision.
The second is the visual language used on these maps. Portal 2 followed the Portal launguage of thigns that are white or grey tend to be portalable surfaces while metals are not. Here, there are lots of concrete areas that you can't put a portal on, which is frustrating, but it got worse when there were other surfaces that didn't look like you could place portals on, that were required placements for the solution to the test.
try jojomae#
Retiring
.
Could I suggest that for the final version you change the colour?
I don't know, maybe it's just me.
to fix: i can be stuck if i jump from high, angled to the right
you should put a signage to indicate to the player that the "sensor" can kill the cube, because the previous ones did not