Some ideas that were pitched but later scratched:
- An outdoor setting as opposed to a cellar.
- Controlling Dzidzia instead of Grunio (as Grunio's almost-all-black fur pattern proved to be a challenge in maintaining both clarity and visual interest in character design).
- A higher color count for player, resulting in shading and a unique left and right-facing player sprites (instead of horizontally flipped)
- Ability to push single blocks, and to rotate block sets (dropped as it would have made puzzles too easy to solve / too difficult to design.
- Tutorial stages set in house, not cellar.
- Later half of the game played as the other guinea pig in a scifi environment.
- Quite a large number of cursor variations:
- Spinning item sprites (because unclear whether left or right facing)
- Mario-style item blocks (dropped because it would have removed ability for player to decide what order to collect items in)
- Enemies, Decaying Blocks, Creature that lays blocks,
- Squashed-behind-a-block animation for death.
- The following stage: I spent probably more time trying to make this stage playable and fun -and failed- than I'd like to admit.
It was eventually replaced with Cavalier Cavidae, a far superior stage in every way.
- A 2-player alternating mode
- Bonus stages with gameplay mechanic like Gruniożerca 1
- Twice as many puzzles