FANDOM


This article is about content for Indie Pogo which didn't make it into the final game.

Fighters Edit

Bart Edit

Main article : Bart

While Bart appears as a trophy in the final game, his playable appearance remains scrapped.

Heart Edit

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.

Rogue Edit

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.

Joylancer Edit

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.

Content Pitches Edit

DGO5EFtXUAAs7qx

Pre-Release Edit

A handful of pitches have been made to several different studios throughout the game's development.

Beginning in the game's pre-release period, several characters were illustrated as pitches. Those with a star present above their portraits were to be included in the final game, although some of these characters have yet to appear in any form.

Nicalis

Nicalis Cameos Edit

In collaboration with an artist under the alias Bit, several characters owned by Nicalis were displayed in an Indie Pogo aesthetic. Though met with great enthusiasm by fans, this pitch appears to have been unsuccessful.

The same artist claimed that another similar collaboration would indeed occur at an undisclosed time.

Mechanics Edit

Walking Edit

Cursed Walking Blockman (2)

Blockman Walking

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.[1]

"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 2.1.0.0, 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.

Cauldron Breaking Edit

Three sprites that have been in the sprite sheet since patch 2.0.0.0 show Diogenes's cauldron in what appears to be three different states of damage. Whether this was just battle damage or the cauldron could shatter is currently unknown.
Pot break 1
Pot break 2
Pot Break 3

Miscellaneous Edit

References Edit

  1. https://youtu.be/30pU5U8oZYA?t=127
Community content is available under CC-BY-SA unless otherwise noted.