I honestly think the Difficulty in Minecraft is too bland now. Honestly, the only differences are mob health and slightly more attributes. There were other ideas as well but there was something different about mine.......
* You could make it into a default difficulty by setting 'Difficulty Choice: Default', presumably under 'Difficulty : XXXX' part.
Don't worry as I brought up a way to enjoy the normal default difficulties in Minecraft. Like this:
Default:
Peaceful
Easy
Normal(changed to this when difficulty setting is changed)
Hard
New:
Scaredey-Cat
Just Pie
Plain(like 'easy)
Normal(changed to this when difficulty setting is changed)
Challenging
Diffi-cult
Ironman
SPAAAARRRTA!!!
* Detect range is written in the normal mobs' range. Endermen will detect 4 times that value, and Ghasts, 6.25 times.
Scaredy-Cat:
Very simple. Just one notch above peaceful.
Mobs spawn (very rarely) and have a search radius of 8 blocks, but they will not damage you. They will only spawn in light level 4 or less. Although, they will still knock you back. Creepers will only explode the terrain and will do no direct damage. Spiders can climb walls and pounce, but this will not directly damage the player. But normal damage is applied, although slightly weaker.
The health bar will heal 1(0.5 hearts) every 2 seconds when the hunger bar is above 14. There's seemingly no 'starving'.
Fall Damage: Weakened. Damage = (Fallen Height - 3) x (2/3). Rounded up
This means you will survive up to a 32-block fall, not 22 blocks.
One notch above Scaredy-Cat. Mobs spawn more commonly, but still rare. All environmental damage beside lava(still 3/0.5 sec) is returned to normal.
Health will regenerate 1 HP every 3 seconds when the hunger bar is above 15. And when starving, you will only get damaged down to 7 hearts.
Mobs will have a search radius of 12 blocks, and they spawn 32 blocks away. They will spawn in light level 5 or less. They will knock you back and will have a very frail attack. All mobs apart from the Creeper and the Zombie Pigman will deal 0.5 hearts of damage. Creepers will deal 4 hearts of damage in point-blank range, or in other words, damage reduced by 1/6. Zombie Pigmen will deal an average of 0.75 hearts / hit, which will be accomplished by 50% 0.5 heart damage, and 50% 1 heart damage.
Skeletons will shoot arrows from 6 blocks away, not 8, and their aim is sloppy. Creepers will wait 2.5 seconds before detonating.(not 1.5)
Ghasts' fireballs will not explode, but will light surrounding areas on fire the same.
Zombie Pigmen will only get angry from a range of 6 blocks, not 32(normally), meaning the fight will be easier. Experience Gained: +1 per mob slain(+2 for Blaze)
Plain:
Similar to default Easy. Mobs will spawn from 32 blocks away, and will have a detect range of 12 or 16 blocks, random. They will spawn in light level 6 or less. Their attacks are the same as an 'Easy' difficulty attack, except for Zombie Pigmen, which is 'nerfed' to 2 hearts, not 2.5. From this difficulty, all environmental damage will be normal.
Health will regenerate 1 HP / 4 seconds(default rate) when the hunger bar is 16 or higher.
Spider Jockeys can now spawn, taking the place of 0.5% of spiders(not 1%). Wither Skeletons will not give the player with the Wither effect.
Skeletons will snipe from a distance of 8 blocks(normal 10 - 15 starting from 1.5), and will have more accurate aim than 'Just Pie'.
Ghast fireballs will explode as normal.
Zombie Pigmen will get angry from a range of 10 blocks.
As of this difficulty, Zombies can now set players on fire.
They have a 5% chance of being able to pick dropped items.
And lastly, this is the last difficulty where the Cave Spider will not poison the player. Experience Gained: +3 per mob slain(+7 for Blaze)
Normal:
This is essentially the same as normal normal. Mobs will spawn from 24 blocks away and will have a detect range of 16 blocks. They will spawn in a light level of 7 or less.
There's only one key difference. Health will heal 1 HP / 4 sec when the hunger bar is 18 or less, but at 17, the healing will keep going(at a slower rate : 1 HP / 7 sec).
They will have a 15% chance of being able to pick up dropped items.
Otherwise, DUH.
As of 1.5, starting from this difficulty, Zombies will swarm you. Experience Gained:+5 per mob slain(+10 for Blaze)
Challenging:
Now we're getting somewhere. Mobs will hit quite hard, 0.5 hearts weaker than the default 'Hard', except for Spiders, which stay the same.
Creepers will hide, although slowly, when a player looks at it.
Mobs will spawn 24 blocks away from the player, and will have a detect range of 20 blocks. Spiders and Cave Spiders will remain at 16 blocks. They will spawn when the light level is 8 or less.
Creeper and other explosions will damage the player by an extra +30%(bit weaker than Hard -> +50%). Cave Spiders will poison the player for 12 seconds(-4 hearts damage).
Health will regenerate at a rate of 1 HP / 4 sec when the hunger bar is 18 or less.
Skeletons will now shoot from 12 blocks away(16 after 1.5) and will have significant aim.
Spider Jockeys will now spawn with a rate of 1.5%, not 1%, and it will be harder.
They will have a 33% chance of being able to pick up dropped items.
The greatest attribute given to mobs is that Zombies and Zombie Pigmen will be able to break certain blocks by its touch.(not all: randomized. 20% of Zombies and Zombie Pigmen will be able to do this, except for Zombies and Wooden Doors: 50%)
Sand/Dirt: in 5 seconds
Leaves: in 2 seconds
Netherrack: in 4 seconds
Gravel: in 5 seconds
Grass: in 6 seconds
Wooden Door: in 10 seconds
They will break blocks by 0.1 hardness/second(except for Door), and will only be able to break the ones mentioned above.
Now, their mob health will be raised. Zombies / Skeletons / Creepers / ETC with 20(10 hearts):
Now 25(12.5 hearts). Endermen: 50(25 hearts). Spiders: 20(10 hearts), Cave Spiders: 16(8 hearts). Experience Gained: +7 per mob slain(+14 for Blaze, +10 for Endermen)
Diffi-Cult:
Mind you, be careful. Now mob damage and environmental damage will increase. The mobs will spawn from 28~32 blocks away(randomized, and more common). They will detect you from 24 blocks away. Now almost all mobs will scurry faster, and even a bunch of slow sluggish Zombies ain't so slow anymore. Spiders cannot be outrun without sprinting, and even when sprinting, the distance increase will be slow....... they will spawn in a light level of 8 or less.
Creepers will now hide fastly when sneaking at the player. And worse, their attacks are strong, strong, strong. Now mobs will not optionally despawn until 72 blocks out of the player, and will not instantly despawn until 256 blocks away.
Health will generate at a rate of 1 HP / 4 sec in 20 hunger, and 1 HP / 6 sec in 19 hunger. In 18 hunger, it will only heal at a near-zero 1 HP / 20 sec.
Fall Damage: Normal. Lava Damage:Stronger. 5(2.5 hearts)/ 0.5 second. Suffocation Damage: Normal. Drowning Damage: Normal, but has underwater knockback, making it harder to get on land.
Whoops! The tools' durability will be cut down to 75%.
Whoa! Their damage is +75% stronger than normal difficulty, rounded to the nearest half-heart.
Their mob health will be raised further.
20-health mobs: Now 32(16 hearts)
Creeper: Now 26(13 hearts)
Endermen: Now 64(32 hearts)
Spider: Now 24(12 hearts)
Cave Spider: Now 20(10 hearts)
Cave Spiders will poison the player for 15 seconds(-5 hearts), and both spiders will now be able to change direction mid-climb. So if you form an overhang, block ALL the gaps, not half.
Now, they will have a 60% chance of being able to pick up dropped items. Experience Gained: +10 per mob slain(+20 per Blaze, +15 per Enderman)
Ironman:
One of the top two difficulties. They will detect the player from an astonishing 32 blocks away. They will spawn from 36~40 blocks away.
Spider Jockeys are not too much of a rare sight. 3% of all spiders will spawn this way. Skeletons will be able to snipe from 24 blocks away, and Spiders are slightly faster than the player sprinting. Now they will be able to climb up over hangs and crawl on the ceiling! AHH! Cave Spiders will poison the player for 22 seconds(-7.5 hearts).
Luckily, the monsters' health will not rise further. But their attacks are 2.5 times stronger than Normal, meaning a Zombie will hit you with 12(6 hearts) of damage. Even frail ol' spiders will deal 2.5 hearts of damage, and all mobs could and will pick up items.
Damage:
Zombie = 12(6 hearts)
Skeleton = 10(5 hearts)
Spider = 5(2.5 hearts)
Creeper = 123(61.5 hearts) at point-blank range
Endermen = 18(9 hearts)
Cave Spider = 3(1.5 hearts) + 22 sec poison
Slime Big = 10(5 hearts)
Slime Medium = 5(2.5 hearts)
Slime Small = 1(0.5 hearts)
---------------------------------
Ghast = 43(21.5 hearts) at point-blank range
Zombie Pigman = 22(11 hearts)
Wither Skeleton = 22(11 hearts) + Wither Effect
Magma Big = 15(7.5 hearts)
Magma Medium = 8(4 hearts)
Magma Small = 4(2 hearts)
Blaze Fire = 17(8.5 hearts)
Blaze Contact = 20(10 hearts)
-------------------------------
Silverfish = 4(2 hearts)
Ender Dragon = 25(12.5 hearts)
SPAAAARRTA!!!:
Mobs spawn from 40 blocks away, and they will detect the player from 40 blocks away. Wait, 40 blocks? Yes. Mobs will know where you are right from spawning. They will deal 3.75~5 times normal damage, except for Skeletons, Ghasts, and Blazes. and every block will be broken by Zombies, Skeletons(yes, skellies too), and Zombie Pigmen as if they are human hands, except Stone and Cobble will be broken faster: 2.25 and 3 sec respectably.
Cave Spiders will poison the player for 45 seconds(if you don't know how strong the effects are, drink a Potion of Poison to find out.
33% of mobs spawn with armor. The armor is random(11% leather, 11% gold, 6% chain, 4% iron, 1% diamond). And all mobs available for item picking will pick up dropped items. They hit hard and skeletons snipe from 28 blocks away. Be careful. Zombies will automatically hoarde around the player since that's how they attack, even when not hit.
Zombie = 19(9.5 hearts)
Skeleton = 16(8 hearts)
Spider = 8(4 hearts)
Creeper = 196(98 hearts) at point-blank range
Endermen = 30(15 hearts)
Cave Spider = 6(3 hearts) + 45 sec poison
Slime Big = 18(9 hearts)
Slime Medium = 8(4 hearts)
Slime Small = 3(1.5 hearts)
---------------------------------
Ghast = 68(34 hearts) at point-blank range
Zombie Pigman = 40(20 hearts)
Wither Skeleton = 36(18 hearts) + Wither Effect
Magma Big = 24(12 hearts)
Magma Medium = 12(6 hearts)
Magma Small = 6(3 hearts)
Blaze Fire = 27(13.5 hearts)
Blaze Contact = 32(16 hearts)
-------------------------------
Silverfish = 6(3 hearts)
Ender Dragon = 45(22.5 hearts)
I'm not too fond of this. I appreciate the time you put into it, but it seems like it'd just create a ton of clutter in the difficulty selection.
Most of this stuff is slight statistical variations (amount of damage dealt, detection radius, armor percentages), which makes them just kind of fluffy as additions. The few things that are actually new (an "easy mode" variation where mobs spawn, but either ignore you or do no damage) sound more detrimental than anything. It allows players to farm for items from mobs that can't actually fight back. It almost sounds like you want it for that reason, and that the rest of the list is filler. It wouldn't serve any other purpose.
Further, none of the names or descriptions are really intrinsically understandable. If I saw this list in-game, I'd have no idea what "Just Pie" means. This wouldn't be fixed by adding an in-game description because, frankly, the additions are equal parts arbitrary, technical, and confusing.
My suggestion for your suggestion is to narrow your list down to one difficulty mode that you would like to add, because as it stands right now it reads: "Exactly Like _____ Mode, But With ______". If you cut it down to one additional difficulty, you could really refine it and make it valuable and unique.
So no support.
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Forget it. If a user is going to make a world he is going to play on for many hours to come, why not just let him set all of his own parameters instead of choosing from presets? The game should give the player easy, medium, or hard then settings for whatever custom difficulty (with savable presets) he wants.
* You could make it into a default difficulty by setting 'Difficulty Choice: Default', presumably under 'Difficulty : XXXX' part.
Don't worry as I brought up a way to enjoy the normal default difficulties in Minecraft. Like this:
Default:
Peaceful
Easy
Normal(changed to this when difficulty setting is changed)
Hard
New:
Scaredey-Cat
Just Pie
Plain(like 'easy)
Normal(changed to this when difficulty setting is changed)
Challenging
Diffi-cult
Ironman
SPAAAARRRTA!!!
* Detect range is written in the normal mobs' range. Endermen will detect 4 times that value, and Ghasts, 6.25 times.
Scaredy-Cat:
Very simple. Just one notch above peaceful.
Mobs spawn (very rarely) and have a search radius of 8 blocks, but they will not damage you. They will only spawn in light level 4 or less. Although, they will still knock you back. Creepers will only explode the terrain and will do no direct damage. Spiders can climb walls and pounce, but this will not directly damage the player. But normal damage is applied, although slightly weaker.
The health bar will heal 1(0.5 hearts) every 2 seconds when the hunger bar is above 14. There's seemingly no 'starving'.
Fall Damage: Weakened. Damage = (Fallen Height - 3) x (2/3). Rounded up
This means you will survive up to a 32-block fall, not 22 blocks.
Lava Damage: Weakened. Damage = 3(1.5 hearts) per 0.5 sec - normally 4(2 hearts) / 0.5 secs
Suffocation Damage: Normal.
Drowning Damage: Normal.
Experience Gained: +0 per mob slain
Just Pie:
One notch above Scaredy-Cat. Mobs spawn more commonly, but still rare. All environmental damage beside lava(still 3/0.5 sec) is returned to normal.
Health will regenerate 1 HP every 3 seconds when the hunger bar is above 15. And when starving, you will only get damaged down to 7 hearts.
Mobs will have a search radius of 12 blocks, and they spawn 32 blocks away. They will spawn in light level 5 or less. They will knock you back and will have a very frail attack. All mobs apart from the Creeper and the Zombie Pigman will deal 0.5 hearts of damage. Creepers will deal 4 hearts of damage in point-blank range, or in other words, damage reduced by 1/6. Zombie Pigmen will deal an average of 0.75 hearts / hit, which will be accomplished by 50% 0.5 heart damage, and 50% 1 heart damage.
Skeletons will shoot arrows from 6 blocks away, not 8, and their aim is sloppy. Creepers will wait 2.5 seconds before detonating.(not 1.5)
Ghasts' fireballs will not explode, but will light surrounding areas on fire the same.
Zombie Pigmen will only get angry from a range of 6 blocks, not 32(normally), meaning the fight will be easier.
Experience Gained: +1 per mob slain(+2 for Blaze)
Plain:
Similar to default Easy. Mobs will spawn from 32 blocks away, and will have a detect range of 12 or 16 blocks, random. They will spawn in light level 6 or less. Their attacks are the same as an 'Easy' difficulty attack, except for Zombie Pigmen, which is 'nerfed' to 2 hearts, not 2.5. From this difficulty, all environmental damage will be normal.
Health will regenerate 1 HP / 4 seconds(default rate) when the hunger bar is 16 or higher.
Spider Jockeys can now spawn, taking the place of 0.5% of spiders(not 1%). Wither Skeletons will not give the player with the Wither effect.
Skeletons will snipe from a distance of 8 blocks(normal 10 - 15 starting from 1.5), and will have more accurate aim than 'Just Pie'.
Ghast fireballs will explode as normal.
Zombie Pigmen will get angry from a range of 10 blocks.
As of this difficulty, Zombies can now set players on fire.
They have a 5% chance of being able to pick dropped items.
And lastly, this is the last difficulty where the Cave Spider will not poison the player.
Experience Gained: +3 per mob slain(+7 for Blaze)
Normal:
This is essentially the same as normal normal. Mobs will spawn from 24 blocks away and will have a detect range of 16 blocks. They will spawn in a light level of 7 or less.
There's only one key difference. Health will heal 1 HP / 4 sec when the hunger bar is 18 or less, but at 17, the healing will keep going(at a slower rate : 1 HP / 7 sec).
They will have a 15% chance of being able to pick up dropped items.
Otherwise, DUH.
As of 1.5, starting from this difficulty, Zombies will swarm you.
Experience Gained: +5 per mob slain(+10 for Blaze)
Challenging:
Now we're getting somewhere. Mobs will hit quite hard, 0.5 hearts weaker than the default 'Hard', except for Spiders, which stay the same.
Creepers will hide, although slowly, when a player looks at it.
Mobs will spawn 24 blocks away from the player, and will have a detect range of 20 blocks. Spiders and Cave Spiders will remain at 16 blocks. They will spawn when the light level is 8 or less.
Creeper and other explosions will damage the player by an extra +30%(bit weaker than Hard -> +50%). Cave Spiders will poison the player for 12 seconds(-4 hearts damage).
Health will regenerate at a rate of 1 HP / 4 sec when the hunger bar is 18 or less.
Skeletons will now shoot from 12 blocks away(16 after 1.5) and will have significant aim.
Spider Jockeys will now spawn with a rate of 1.5%, not 1%, and it will be harder.
They will have a 33% chance of being able to pick up dropped items.
The greatest attribute given to mobs is that Zombies and Zombie Pigmen will be able to break certain blocks by its touch.(not all: randomized. 20% of Zombies and Zombie Pigmen will be able to do this, except for Zombies and Wooden Doors: 50%)
Sand/Dirt: in 5 seconds
Leaves: in 2 seconds
Netherrack: in 4 seconds
Gravel: in 5 seconds
Grass: in 6 seconds
Wooden Door: in 10 seconds
They will break blocks by 0.1 hardness/second(except for Door), and will only be able to break the ones mentioned above.
Now, their mob health will be raised. Zombies / Skeletons / Creepers / ETC with 20(10 hearts):
Now 25(12.5 hearts). Endermen: 50(25 hearts). Spiders: 20(10 hearts), Cave Spiders: 16(8 hearts).
Experience Gained: +7 per mob slain(+14 for Blaze, +10 for Endermen)
Diffi-Cult:
Mind you, be careful. Now mob damage and environmental damage will increase. The mobs will spawn from 28~32 blocks away(randomized, and more common). They will detect you from 24 blocks away. Now almost all mobs will scurry faster, and even a bunch of slow sluggish Zombies ain't so slow anymore. Spiders cannot be outrun without sprinting, and even when sprinting, the distance increase will be slow....... they will spawn in a light level of 8 or less.
Creepers will now hide fastly when sneaking at the player. And worse, their attacks are strong, strong, strong. Now mobs will not optionally despawn until 72 blocks out of the player, and will not instantly despawn until 256 blocks away.
Health will generate at a rate of 1 HP / 4 sec in 20 hunger, and 1 HP / 6 sec in 19 hunger. In 18 hunger, it will only heal at a near-zero 1 HP / 20 sec.
Fall Damage: Normal.
Lava Damage: Stronger. 5(2.5 hearts)/ 0.5 second.
Suffocation Damage: Normal.
Drowning Damage: Normal, but has underwater knockback, making it harder to get on land.
Whoops! The tools' durability will be cut down to 75%.
Gold: 33 -> 25
Wood: 60 -> 45
Stone: 132 -> 99
Iron: 251 -> 188
Diamond: 1562 -> 1172.
Now Zombies and Zombie Pigmen will break more blocks, and faster.
Sand/Dirt/Gravel/Grass: 3 seconds
Leaves: 1 second
Snow: 1 second
Netherrack: 2 seconds
Soul Sand: 2.5 seconds
Pumpkin: 6 seconds
Melon: 6 seconds
Crops: 3 seconds
Fence Door: 6 seconds
Trapdoor: 7 seconds
Wooden Door: 8 seconds
Wood: 12 seconds
Whoa! Their damage is +75% stronger than normal difficulty, rounded to the nearest half-heart.
Their mob health will be raised further.
20-health mobs: Now 32(16 hearts)
Creeper: Now 26(13 hearts)
Endermen: Now 64(32 hearts)
Spider: Now 24(12 hearts)
Cave Spider: Now 20(10 hearts)
Cave Spiders will poison the player for 15 seconds(-5 hearts), and both spiders will now be able to change direction mid-climb. So if you form an overhang, block ALL the gaps, not half.
Now, they will have a 60% chance of being able to pick up dropped items.
Experience Gained: +10 per mob slain(+20 per Blaze, +15 per Enderman)
Ironman:
One of the top two difficulties. They will detect the player from an astonishing 32 blocks away. They will spawn from 36~40 blocks away.
Spider Jockeys are not too much of a rare sight. 3% of all spiders will spawn this way. Skeletons will be able to snipe from 24 blocks away, and Spiders are slightly faster than the player sprinting. Now they will be able to climb up over hangs and crawl on the ceiling! AHH! Cave Spiders will poison the player for 22 seconds(-7.5 hearts).
Luckily, the monsters' health will not rise further. But their attacks are 2.5 times stronger than Normal, meaning a Zombie will hit you with 12(6 hearts) of damage. Even frail ol' spiders will deal 2.5 hearts of damage, and all mobs could and will pick up items.
Damage:
Zombie = 12(6 hearts)
Skeleton = 10(5 hearts)
Spider = 5(2.5 hearts)
Creeper = 123(61.5 hearts) at point-blank range
Endermen = 18(9 hearts)
Cave Spider = 3(1.5 hearts) + 22 sec poison
Slime Big = 10(5 hearts)
Slime Medium = 5(2.5 hearts)
Slime Small = 1(0.5 hearts)
---------------------------------
Ghast = 43(21.5 hearts) at point-blank range
Zombie Pigman = 22(11 hearts)
Wither Skeleton = 22(11 hearts) + Wither Effect
Magma Big = 15(7.5 hearts)
Magma Medium = 8(4 hearts)
Magma Small = 4(2 hearts)
Blaze Fire = 17(8.5 hearts)
Blaze Contact = 20(10 hearts)
-------------------------------
Silverfish = 4(2 hearts)
Ender Dragon = 25(12.5 hearts)
SPAAAARRTA!!!:
Mobs spawn from 40 blocks away, and they will detect the player from 40 blocks away. Wait, 40 blocks? Yes. Mobs will know where you are right from spawning. They will deal 3.75~5 times normal damage, except for Skeletons, Ghasts, and Blazes. and every block will be broken by Zombies, Skeletons(yes, skellies too), and Zombie Pigmen as if they are human hands, except Stone and Cobble will be broken faster: 2.25 and 3 sec respectably.
Cave Spiders will poison the player for 45 seconds(if you don't know how strong the effects are, drink a Potion of Poison to find out.
33% of mobs spawn with armor. The armor is random(11% leather, 11% gold, 6% chain, 4% iron, 1% diamond). And all mobs available for item picking will pick up dropped items. They hit hard and skeletons snipe from 28 blocks away. Be careful. Zombies will automatically hoarde around the player since that's how they attack, even when not hit.
Zombie = 19(9.5 hearts)
Skeleton = 16(8 hearts)
Spider = 8(4 hearts)
Creeper = 196(98 hearts) at point-blank range
Endermen = 30(15 hearts)
Cave Spider = 6(3 hearts) + 45 sec poison
Slime Big = 18(9 hearts)
Slime Medium = 8(4 hearts)
Slime Small = 3(1.5 hearts)
---------------------------------
Ghast = 68(34 hearts) at point-blank range
Zombie Pigman = 40(20 hearts)
Wither Skeleton = 36(18 hearts) + Wither Effect
Magma Big = 24(12 hearts)
Magma Medium = 12(6 hearts)
Magma Small = 6(3 hearts)
Blaze Fire = 27(13.5 hearts)
Blaze Contact = 32(16 hearts)
-------------------------------
Silverfish = 6(3 hearts)
Ender Dragon = 45(22.5 hearts)
Most of this stuff is slight statistical variations (amount of damage dealt, detection radius, armor percentages), which makes them just kind of fluffy as additions. The few things that are actually new (an "easy mode" variation where mobs spawn, but either ignore you or do no damage) sound more detrimental than anything. It allows players to farm for items from mobs that can't actually fight back. It almost sounds like you want it for that reason, and that the rest of the list is filler. It wouldn't serve any other purpose.
Further, none of the names or descriptions are really intrinsically understandable. If I saw this list in-game, I'd have no idea what "Just Pie" means. This wouldn't be fixed by adding an in-game description because, frankly, the additions are equal parts arbitrary, technical, and confusing.
My suggestion for your suggestion is to narrow your list down to one difficulty mode that you would like to add, because as it stands right now it reads: "Exactly Like _____ Mode, But With ______". If you cut it down to one additional difficulty, you could really refine it and make it valuable and unique.
So no support.
Superpop is so underground, he lives with a Diglett!
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