Ah man, I wasn't even sure how far I was gonna get with my game. I tried to build it in a way where I could drop more things in as time went on. Here's a few features that got cut that each would have made a significant gameplay difference:
- Exploding Barrels. It's a FPS for crying out loud.
- Special Abilities for Weapons. Sniper Rounds that pass through enemies. Exploding shotgun bursts that cause splash damage. Arcing bolts of electricity and lingering fire damage over time. More weapon variety would have made those upgrades both more compelling and strategic.
- Enemies spawning in over time. More enemies, coming for all sides, would have significantly upped the paranoia, tension, and difficulty.
- More enemies types. Enemies that shoot at you, stationary turrets, and enemies which move faster than you do and rush in, they all didn't have time to get made and implemented, but would have significantly rounded out the enemy roster.
- Roguelike elements to boost player movement mechanics, like double jump, dash, wall-running, etc. Plus speed upgrades, health boosts, etc. There'd be periodic terminals with choices. You'd have to choose between these more defensively-oriented upgrades and your weapon upgrades. And if you die, it'd be back to square one. But that wouldn't be so bad because...
- More levels, so every run was different. And you'd find a different assortment of weapons each time. With dozens more unique taunts from your adversary as well, of course.
The thing about a game like Blitzkraft, it kind of can be scaled up or down as far as I can imagine... but in the end, a month is only 31 days, so I made my choices to deliver a package that feels more or less complete rather than a broken and incomplete mess. I was surprised to find how much I enjoyed developing in this genre though. I might be back someday...