The idea is to have the amount damage dealt by a Creaking scaled with the amount the player allows it to move, starting at its current level upon first contact and rapidly increasing. By the time the player can break the heart, the creaking has changed from a weak enemy to a serious threat that can easily kill the player at a single mistake. This allows them to be a very dangerous threat while not immediately destroying a player upon first contact, eliminating the problem of unfair deaths to players unaware of the mob. In turn, it also provides a challenge to anyone wanting to break the heart, who must strategize every move they make.
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