Enterable buildings. It used to be possible to enter every building in the town!
One of them was the sheriff's office.
We also planned for the player to have their house, where the hats of previously defeated bandits could be found. See the trophy gallery below.
Character statistics.
The original game concept featured more RPG elements: character progression and stats, different equipment, etc.
We even started prototyping the UI for the character sheet and the inventory screen.
Later on, we scoped this down to just wearable hats which you would collect from the boss bandits, and which would buff your stats when on your head.
In the end, we decided to make outfits, including hats, randomizable in the outfitter's store, with no impact on the gameplay.
The outfitter is only available to players who have a Web Monetization subscription.
The trophy gallery.
We considered making it possible for the players to choose from a wider range of characters. You'd start with one, and then add more to your roster as you defeated new bandits.
One idea was to allow playing as any of the bandits you defeated on past quests.
Another was to make the boss bandits drop their hats as loot which could be picked up and collected. The hats could then be worn for different modifiers and stats.
More guns.
Some bandits wielded a shotgun.
Some bandits wielded two guns.
Gun smoke.
The gun entity used to have a particle emitter attached to the end of the barrel which would turn on for a short time after the shot to imitate smoke.
More variety in buildings.
The windows used have different sizes.
The little fence on the porch came in different sizes, and also appeared on the sides of the porch.
There used to be an entrance in the fence in front of the building's door.
Some houses didn't have the porch.
The paint jobs on the walls of buildings had more color variety.
More variety in environment.
We used to have more models of cacti and rocks.
We planned extra models, like tumbleweeds.
Mounts.
The horse model never made it into the game because of the size constraints.
The logic of being able to mount it and ride it would have taken even more space, so we only considered it very briefly.
We did manage to get a sound effect of a neighing horse, however. See Audio.