#and any sculk sensors you set off let it zero in on your location instantly
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if i designed the deep dark i would have the warden operate purely on sound (and have the three strikes reset after you escape or die)
#the sniffing is so weird to me#the entire deep dark is designed around audio#but it would be too easy to escape so they just gave the warden the ability to track you regardless#i would have it so it can hear you when you're not sneaking#and any sculk sensors you set off let it zero in on your location instantly#i feel like that's more thematically consistent with the rest of the deep dark#and it adds layer of tension of if you're skilled enough to sneak around silently#like the lickers in resident evil 2#minecraft#if you really wanted the warden to bypass sneaking you could have it do something like#send out an echolocation beam every once in a while#the only way to avoid detection is if you're behind a block but you can't place blocks without being heard#you could also give it a much larger detection range than the sensors#maybe let it come up out of the ground near a sensor you set off while it's in 'hunting' mode
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