The Cutting Room Floor


A rambling post-submission list of features and design doodlings that were cut due to time and/or incompetence.

* More Dice *

Obviously we originally planned for a lot more dice to choose from,  such as dice that you could use as obstacles and traps,  dice that you would use to set up combos and bouncy chaotic dice as well as riskier variants of existing dice.


* Dice Progression *

The original design had you unlocking more dice as you go, but we never ended up deciding on linear unlocks or buying dice with a currency you earned through play. We also hadn't decided whether you would unlock/purchase individual dice or just unlock each category and subsequently equip as many as you please.
With the pitiful amount of dice we ended up with in the final version, it definately made sense just to unlock them all from the get go.


* More Enemy Types *

The ones we had designed were a fast moving enemy that started sprinting shortly after arriving on screen and another flying enemy that would move in difficult patterns. I also would've liked to utilise weakspots more to encourage funky trick shots.


* Friendly Fellows *

The original design called for a tribe of little dice people that you were protecting. The idea was that they would shoot lil arrows at nearby enemies, allowing you to play a more support-orientated dice role by taking dice that would slow enemies and buff your buddies. 

* Dice Locking *

At some point I had considered a mechanic where you would get some kind of bonus for rolling matching symbols or something similar. To accompany this was a dice locking mechnic, where you could lock in some dice and keep rolling to push your luck  looking for a big combo or just to keep certain effects. 

I had also wanted to give a small bonus for using all your dice before reloading, to incentivise making the most out of bad rolls. When the currency/unlock system got scrapped, all I could really do with it is give a slight reload speed bonus. I'm not sure the difference between good and bad rolls is big enough to make that a meaningful decision anyway, at least not with the dice we ended up with. 

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