As to be expected of such a short timespan for a project, we initially over-scoped our project and had to scrap ideas or repurpose them in some way. It's a natural part of experimenting and figuring out what works, but we'd like to share some stuff that didn't make the final cut in our game, Horseless Headman!
Slashing Animation:

While trying to flesh out the core gameplay feel, we tried to have the user slash with the cursor and the character would perform a slashing animation in response. But it felt really strange to have the character do that when it's all the way on the other side of the screen. It took some experimenting and happy accidents to settle on the idea of the character throwing the horse like a steely boomerang at the enemies.
This also meant we had to make a horseless version of all the other sprites, but that's kinda the name of the game isn't it? lol
Dead Horse:
It's implied that the horse has a will of its own, and we like to convey that thru subtle expressions in the face, particularly in the ending. We also had a dead sprite of the horse, but because of time constraints it didn't make it in the end. But there's no use beating a dead horse~
Old run cycle:
The main character went through some subtle changes as we were testing things out. This was an early sprite to test formatting of animations! It used to have a cravat and white shoes, but both were hurting readability when the majority of the backgrounds were pale white as well. We made the shoes red and kept the body area simple so players can easily see where the character is even in their peripherals.
Hope you enjoyed reading!
You can play our game, Horseless Headman here: https://ldjam.com/events/ludum-dare/56/horseless-headman
-Swan and Boat
