Pale Gardens are intended to have an unsettling atmosphere. An area abundant in plants yet so devoid of life.
A large contribution to this unique feeling is that passive mobs cannot spawn in the PGs.
However, having hostile mobs allowed inside, while making it more dangerous, almost ruins the atmosphere, removing focus from the Creaking and making the biome way less unsettling.
Not less scary, just less unsettling, which is what makes the PG so unique from anything else in Minecraft, especially for first-time players.
I propose that if a Creaking Heart is present in a PG, any hostile mobs should turn gray and freeze upon stepping foot inside the biome (they'd be unable to move and unkillable.)
This would be fitting as PGs are adjacent to Dark Oak forests, biomes notorious for always being filled with mobs, even during the day, due to the thick canopies.
So, if a player found themselves running from mobs in a Dark Forest, they could stumble upon a PG which would protect them from the mobs chasing them.
This would lead them to believe it is a safe haven, though the visuals and ambiance keep them uneasy.
When night falls, they soon would find this is not the case, leading to an unforgettable first experience.
Upon destroying the Creaking Heart, hostile mobs would become unfrozen and resume normal functionality inside the PG.
So, the player can decide if they want to deal with hostile mobs or the CrEaKInG, giving the Creaking Heart another (albeit niche) functionality.
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