Imo it'd be better if the shield had a 50% chance of either being cooldowned by 10 seconds on hit OR dropping on the ground on hit instead of instantly breaking.
you should have made him randomly stare at you with your armor in hand, as if he stole it, then he would drop it once he is killed, the only problem is that if you flee you would still lose your armor. Not sure how to fix that but if possible this would be cool and scary
even though I don't really play horror mods on minecraft, on top of the original iteration of the cave dweller, I noticed that theres a lot of similarities with the bracken from lethal company, in a good way. Because the bracken from lethal company is also one of the most terrifying mobs from that game, since it also has a stalking mode, choosing whether to run or chase, and eventually can creep up to kill you. Great job on the thought process.
i thought minecraft was a horror game from the beginning... what the hell are you talking about ? have you ever seen creepers?enderman?zombies?pitch black caves with the "BGM" ???? any mob can scare you shitless if you're away from home alone and afraid to be killed to lose all your shit... this game jumped me so many times but never did for cave bgms nonononohahahano. you're idea is nice though.
The only games i can think of where you interact with 2D sprites in a 3D space is og doom and wolfenstein 3D. Ofc theres the whole "its not technically 3D" thing but even then all the enemy sprites move dynamically, they can walk away, turn around, shoot at you, they have life built in that the bots dont have. Likely the nextbots suggest theyre more primitive than they should be which may add to the creep factor
Honestly a nextbot that would be scary is a nextbot that will actively toy with you but also want to kill you, like let’s say a nextbot is chasing you, you get far away from it, and start walking around, the nextbot will turn off its sound and start stalking behind you, getting closer and closer, and the sound suddenly going from quiet as a mouse to the normal sound, and when you turn around, it starts to go full speed at you, and it could maybe give false hope or info, as In when you spawn it, it will act like intended, but then suddenly just not show up, possibly making the player think it already got deleted, when in reality it never got deleted
"Most terrifying Minecraft mod" thats just a wrinkled mutated pickle with teeth that runs and screams at you, a decent horror is something that makes you anxious due to the atmosphere of dread and not something that just chases you around in the dark yelling and beating you into a meat pulp with two hits, the only ones that this absolute garbage of a horror is gonna scare are the children aged five to ten - you've single handedly plagued both Minecraft mod-related channels and "Horror" tagged modpacks.
I think you could make him exponentially more creepy is if it climbs things slowly. Imagine frantically stacking blocks beneath you as he slowly crawls up toward you
I’m always scared of caves. Not because of the mobs, but because of the potential fall damage. My deaths have primarily been falls and the occasional creeper
I think it would be nice if you place blocks while he climbs and he can't go around for him to start climbing them underneath blocks and then ontop. Also making it so each encounter gets a tiny big harder or scarier. He need to be able to slowly break blocks so you can't block yourself in my any means but it is somewhat slow so if you have a diamond pickaxe or iron if you want it will be enough to be able to escape or each time his block breaking speeds get higher and higher or it could depend on how many times you survive/escape him. this makes the mod just as scary and a threat every time.
Two main issues for me: The first, I'll echo what a lot of others are saying; instantly breaking shields feels a step too far. Disabling them for a set time like axe hits or piglin brutes feels much more fair while still being a threat. Second, I feel like it should have a higher chance not to engage you on the initial encounter. If it attacks you with a decent consistency the first time it approaches you, that's a lot of wasted tension from knowing that it's HERE, and hunting you. The chance shouldn't be REMOVED, because then players would treat it similar to the warden where they can ignore the first time a shrieker goes off, but the chance it attacks you at the outset should be reduced.
I’ve always thought of the cave dweller not as a lone entity, but a species. Going with the Minecraft lore as detailed by Game Theory, my idea is these are the last old builders in the overworld, the last survivors who hid deep in the caves. And just as the end changed those within it, the caves changed the ones who dwelled below. They’ve become more animalistic, even more so than the endermen. After years of constant fighting and stealing from each other, they trust nothing. They hunt down anything that they find, and they make sure it dies. They are smart, they pick their fights, and once they’ve set their eyes on a target, that target is going to have to fight with everything they have, or die alone in the depths
would be nice if the dweller could just rip the shield out of your hands, also i think the animations for it running once its in your face and its general appearance is kinda goofy looking
I feel like breaking the sheild in onenhit seems too strong. It should do a lot of damage to it while putting a cooldown. And for the armor piercing, does that include the protection enchantments.
The main argument other than mechanics is its goofy looks, the appearance and movement animation must be updated to a creepier variant, if he only bends down while quiet stepping sounds is in too / darkness effect when hit or very close proximity that would get it to be creepy af
Gargin is now becoming a proffesional modder, he litterally solved every issue with his mod like nothing, Im proud Gargin Oh yea, another way to solve the entity getting stuck on water is by aplying the swim ability on he entity, I tested this and it works, for me. Idk a suggestion for modders.
Remember: Before the encounter has to be the scariest. Psychological Horror Sound Cues that create Suspense can lead to players getting so frightened, that they may leave the game and that's kinda the goal of the suspense. If they don't leave... *make them regret that by playing with them and giving them the feeling of "Something's wrong."*
Ai is so creepy, especially if it isn’t ai. Ive seen someone grow living neurons to play doom. But those were rat neurons. What about human.. imagine a real human brain was chasing you down, with no personality or memories.
6:50 wouldn't it be nicer to player's investment (if they have a modded shield or enchanted shield) to just disable the shield on hit for like 5 seconds or something...? :V
YO Gargin, you should make the cave dweller jump between obsticles, so if the player is on the other side of a gap it can jump to the block neerest to the player adding to the inescapeable feel, hope this helps!
The guy with the triangle head is from the _boisvert series and the guy with the n shaped eyes and the shadowed face is from the Mandela Catalogue analog horror series