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I'm sorry but that is a stupid Idea, how would Mudokons survive against waves of Sligs?
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I think an interesting idea could come from this.
Okay, so you have a large map with no exits. Players control Mudokons, and every “wave†new AI-controlled NPCs and hazards enter the map. The game is a sort of Last man Standing meets Hide ‘n’ Seek – the goal is for the Mudokon players to avoid hazards and enemy NPCs through making use of platforming, sneaking, shadows, and environmental elements (trapdoors, barriers, saws).
The last player to survive wins.