This article is about content for Indie Pogo which didn't make it into the final game.
Main article : Bart
While Bart appears as a trophy in the final game, his playable appearance remains scrapped.
Heart is a character owned by AHEARTFULOFGAMES and was originally going to be a playable fighter in Indie Pogo. He comes from the game Heart & Slash and was scrapped due to rights issues.
Joylancer is a character owned by alpha six productions and was originally going to be a playable fighter in Indie Pogo. She comes from the game The Joylancer: Legendary Motor Knight and was scrapped due to being from an unfinished game.
Pilgor is a character owned by Coffee Stain Studios and was intended to be added as a playable fighter in Indie Pogo. She comes from the game Goat Simulator and was scrapped due to never being formally pitched before the studio was bought out by Embracer Group, formally THQ Nordic AB. Although it is still possible for her to be in the game, her chances has been reduced due to this.
Rogue is a character owned by Pixelscopic and was originally going to be a playable fighter in Indie Pogo. She comes from the game Delver's Drop and was scrapped due to being from an unfinished game.
The Marine Edit
The Marine is a character owned by Dodge Roll and was considered as a clone for Bullet Kin, both coming from the game Enter The Gungeon. This character was scrapped due to the Trevor's dislike towards clones, believing it could open the doors to demand for more fighters like it, and being a lot of work to clone a character with a lower-play rate.
This fighter was planned to have several differences from Bullet Kin, including a unique gun loadout (though both characters could pick up guns from one another), Casey used for melees instead of Blasphemy and different side & up specials.
Walking is a scrapped mechanic that allowed characters to walk. To access it, the player needed to hold the parkour trigger in the ground to stand, and, after that, use the left stick to move. The player could also jump out of walking. It was tested on Blockman, however it was replaced by parkour.
"First and foremost, because you have so much extra mobility, matches tend to last a lot longer, because no one's able to land hits on each other that well. With the ability to walk and run, the pacing of the matches just doesn't feel good anymore. Couple that with the fact that you now always have to hold the trigger in order to run, it kinda defeats the purpose of the autojumping and the game therefore loses its identity. Even more so, we found through play tests that your finger kinda gets tired from holding the trigger the whole time, which begs the question 'Well, should there just be a toggle?" ― Trevor, explaining why the walking mechanic was removed.Despite all of this, the mechanic was reintroduced in Patch 22.214.171.124, in the new Augments mode. Currently, only Blockman, Bullet-Kin, and Velocispider can use it, though more characters are planned to be able to equip the augment at a later date.
Visual Augments Edit
These type of augments would have had no impact on gameplay, but instead give the player visual effects each time he/she roll kicked or jumped. In these sketches, we see 3 different visual augments:
Table Techs Edit
Different Table Techs, such as Table Tech Rocket were considered to appear on chests, however, due to time constraints, as well as making Bullet Kin being very complex, it was scrapped.
For his Side Special, Bullet Kin was able to shoot forward. It was scrapped in favour of the aiming mechanic.
Originally, CommanderVideo was able to aim his paddle in 3 directions (up, left and right), but he couldn't create beats out of it, as the devs tried to make it shoot sideways, but it was too similar to Shovel Knight's Flare Rod.
This feature was scrapped as it didn't fit CommanderVideo's kit.
Cauldron BreakingEditThree sprites that have been found in the sprite sheet since patch 126.96.36.199 show Diogenes's cauldron in what appears to be three different states of damage. According to the developers, the pot was originally intended to break upon receiving too much damage. It was scrapped as they didn't want to create a new fiction of what Diogenes has beneath the pot.
Jack's neutral special was originally his Laser+Pollen ability, which spawned sword-like lasers constantly as the button was held and dealt multihit damage. This was scrapped for balancing purposes.
Originally, Lilac had a counter move for her neutral special, that being the Blink Dash. It was scrapped, as Trevor didn't like counter moves (as they "feel cheap/overly defensive"), but they kept the dash for her Side Special.
Shield Knight CompanionEdit
Shield Knight was planned to fight alongside Shovel Knight, making him similar to Smash Bros' Ice Climbers. However, she was scrapped, as it didn't work very well with the limited pre-Heavy Metal movesets.
Scrapped MovesetEditOriginally, Shovel Knight's down special was planned to be a dive, similar to Blockman's or Bullet Kin's. It was scrapped in favour of Fishing Rod.
This section includes either trophies that couldn't make it to the game, or old versions of pre-existing trophies.