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The Problem of the "Kaernk"
MrWhitticus Offline
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Posts: 270
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Joined: Jun 2014
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#11
RE: The Problem of the "Kaernk"

(06-16-2014, 06:22 AM)Alardem Wrote: The ending could have been slightly improved if there was far more pressure. Perhaps the player would only have a handful of seconds, or had actual monsters running after them. It'd be disregarding all the previous hours of stealth, but at least it would have been exciting.

Or maybe a trial and error type thing where you need to sneak around to find Alexander and if you go this way then "Oops you found a monster now you're dead" and you start again from the beginning.

Maybe Agrippa's decapitated head could give you advice on where to go so saving him actually had a purpose at all.

*Careless Whisper saxophone solo*
(This post was last modified: 06-16-2014, 08:04 AM by MrWhitticus.)
06-16-2014, 08:04 AM
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MrBehemoth Offline
Senior Member

Posts: 408
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Joined: Feb 2014
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#12
RE: The Problem of the "Kaernk"

(06-16-2014, 08:04 AM)MrWhitticus Wrote: Maybe Agrippa's decapitated head could give you advice on where to go so saving him actually had a purpose at all.
Sounds familiar...
[Image: Navigators_head.jpg]

06-16-2014, 04:05 PM
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MrWhitticus Offline
Senior Member

Posts: 270
Threads: 9
Joined: Jun 2014
Reputation: 14
#13
RE: The Problem of the "Kaernk"

(06-16-2014, 04:05 PM)MrBehemoth Wrote: Sounds familiar...
[Image: Navigators_head.jpg]

The Navigator Head is not to be spoken of.

*Careless Whisper saxophone solo*
06-17-2014, 01:33 AM
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