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avatar-tebkanlo
tebkanlo

12/04/15

After you talk to one of them, maybe after an explanation of how the puzzle works (OPS, I skipped), you could want to read it again. So why not add a thought or talk like for the other NPC extra?

You could even add another part of the speak, something like "Hope he survives that butcher house!"

I came to think about for my minefield adventure in 22e4, as an alternative to those points of interest. They give the number of the spot you interacted with, but whose final text dissappers after a bit.
So if I replace it with quest NPCs, they could trigger and be activated by triggers and after you talked to them could show the extra thought or comicbaloon.
This way, in the adventure I could even add some of them worried about blowing up or even hinting something with their reactions

avatar-renboy
renboy

13/04/15

We do have plans for more sophisticated NPCs, and also more sophisticated points of interest.

Your suggestions are great though!
Thanks for the ideas :)

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