The title says it all, here I will suggest a few ways to solve the lack of terror when facing the Warden due to simply being able to build up.
There are two main ways, from a gameplay perspective, that you could solve this issue.
These are:
Making the Warden more powerful, and therefore harder to run away from.
Or
Adding other features to the deep dark/skulk infested areas to add to the overall difficulty.
In the first case, you could flesh out different portions of the Warden's abilities, be that it digging up towers, or a shriek that breaks player placed blocks, etc. Potentially a fear effect, that causes players to be unable, or less able to place/break blocks when the warden is nearby. If not entirely prevented, the effect could obfuscate the hotbar and inventory, scrambling items, or some similar effect to increase difficulty.
In the second case, you could instead lean in to the infectious nature of the skulk and add skulk infested mobs. They would work similar to something like the drowned, husks, or strays. They are deep dark specific mob variants that have new abilities to aid the warden in its hunts. This could be a skeleton that shoots the player with arrows that alert the warden to their location, to zombies that can climb like spiders. Creepers that explode into a skulk infestation, leaving behind a cloud of smog, or a bat that clings to the player making noise.
By implementing ideas similar to the above, the deep dark would become a scarier & more challenging place.
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