We changed our core loop after playtesting revealed a pacing problem. Looking for feedback from other GameMaker devs.

We changed our core loop after playtesting revealed a pacing problem. Looking for feedback from other GameMaker devs.

Hey everyone!

We’re developing A Cat in the Cangaço in GameMaker, a 2D action roguelite with survivorslike combat and deckbuilding.

We’ve recently made one of the biggest changes to the game’s core loop so far, based almost entirely on playtester feedback. I’d like to hear what other GameMaker developers think about the approach.

The old loop

DAY (1 min) → NIGHT (1 min) → PLANNING → DAY → NIGHT → PLANNING…

During Day, you play as a cat and fight enemies while collecting Aura.

During Night, you play as a human and do the same.

After each cycle, the game entered a Planning phase. You spent the Aura to improve both forms at the same time, with a trade-off: choosing a good card for one form meant taking a bad card for the other.

Some GIFs of the old system:

We liked the system, but playtesters kept pointing out the same problem:

>The Planning phase was breaking the flow of the game.

Players would get into the rhythm of fighting enemies and then, every two minutes, the game would force them to stop and switch from action to buildcrafting.

Rather than trying to make Planning faster, we decided to remove it from the temporal loop entirely.

The new loop

DAY → NIGHT → DAY → NIGHT…

Instead, the player can encounter three NPCs during the run:

ARMORER: buy new weapons
MULE: get a passive item
FORTUNE TELLER: access the old Planning system and choose temporary effects and synergy cards for the Cat and Human builds

So we’re basically changing the interaction from:

>The game tells you when to stop and make a build decision.

to:

>You decide when you want to stop and make a build decision.

The new version feels much better from a combat-flow perspective, but we’re still unsure about the larger design trade-off.

We’re worried that making buildcrafting optional could make the system too easy to ignore. The old version had a very clear rhythm, while the new version gives the player much more freedom.

Would you keep the forced Planning phase, make it optional like we did, or try a third solution?

And if you’ve had a similar experience where playtesting convinced you to remove or move a major gameplay system, I’d be interested in hearing how you handled it.

If you want to try the game:

Current version:
https://store.steampowered.com/app/3780630/

The current version is available through the open Steam Playtest.

Old version:
https://bragiestudios.com/PitacoLab/Builds/

You don’t need to play it to comment. I’m mainly interested in hearing how other developers think about the pacing and structure of this kind of loop.

u/irlanbragi — 8 days ago

We spent a year promoting our indie game and only reached ~1,500 wishlists. Other devs say we should be closer to 10,000. What are we doing wrong?

A few days ago I was talking to some indie dev friends and showed them this graph.

Their reaction surprised me:

>"At this stage you should probably be closer to 10,000 wishlists."

We're currently sitting at around 1,500.

So now I'm genuinely trying to understand:

What might we be missing?

For context, we're a small Brazilian indie team making a roguelite with deckbuilding called Um Gato no Cangaço ("A Cat in the Cangaço"), inspired by Brazilian folklore, culture, and the history of the Brazilian Northeast.

Instead of hiding the numbers, I thought I'd share everything we've done so far.

June 2025 — Steam Page Launch

We launched our Steam page.

No big marketing campaign.

Just our studio's social media (which are tiny).

The page was translated into multiple languages using AI because that was literally all we could afford.

Result:

Not much happened.

September–October 2025 — University Talks

We gave talks about game development at local universities.

  • UNEB
  • UFBA
  • UFBA classroom lecture

The audiences were mostly students interested in game development, programming, and technology.

This gave us noticeable bumps in wishlists.

December 2025 — Bullet Heaven Festival

We participated in Bullet Heaven Festival 3.0.

This was our first major Steam event.

It generated our biggest wishlist spike up to that point.

January 2026 — Art & Merch Festival

This was actually not a gaming event.

It was a local art festival.

People were buying prints, stickers, tote bags, buttons, etc.

We tried something unusual:

If visitors showed us the game on their Steam wishlist, they received a large discount on merchandise.

Surprisingly, it worked.

April 2026 — First Gameplay Trailer

We released our first gameplay trailer.

In hindsight, we think it wasn't very good.

We've received a lot of criticism and we're currently reworking it.

Ironically, we got more useful feedback from Reddit than from anywhere else.

>https://www.reddit.com/r/roguelites/comments/1u2k163/how_can_i_improve_my_trailer_i_recently_got_some/ https://www.reddit.com/r/IndieGaming/comments/1u2k1c4/be_brutally_honest_whats_the_biggest_problem_with/

April–May 2026 — Gamescom Latam

This was our biggest event so far.

We had space inside shared booths.

This generated one of the largest jumps in the graph.

Lots of players tried the game.

Lots of wishlists followed.

Steam Festivals

We participated in:

  • Steam Deck Builders Fest
  • Steam Bullet Fest

Honestly? The results were much smaller than we expected.

Our current theory is that not having a public demo may have hurt us significantly, but we're honestly not sure. That's one of the reasons I'm making this post.

Reddit Experiments

We tried several approaches.

Brazilian culture angle

Posts in Brazilian communities discussing folklore and cultural references.

These performed reasonably well.

>https://www.reddit.com/r/brasil/comments/1tdfzca/t%C3%B4_fazendo_um_jogo_onde_um_dos_inimigos_%C3%A9_o_c%C3%A3o/ https://www.reddit.com/r/gamesEcultura/comments/1tdgmqp/t%C3%B4_fazendo_um_jogo_onde_um_dos_inimigos_%C3%A9_o_c%C3%A3o/

Development discussion angle

We questioned whether games with specific cultural themes should have their titles translated into different languages. This generated a lot of discussion. Besides being a real question we are studying.

>https://www.reddit.com/r/IndieDev/comments/1tjmcvb/should_culturally_specific_indie_games_translate/ https://www.reddit.com/r/gamedev/comments/1tjmetz/should_culturally_specific_indie_games_translate/ https://www.reddit.com/r/IndieGaming/comments/1tjmjr4/should_culturally_specific_indie_games_translate/ https://www.reddit.com/r/roguelites/comments/1tjml5o/should_culturally_specific_indie_games_translate/ https://www.reddit.com/r/jogatina/comments/1tjmy84/jogos_brasileiros_deveriam_traduzir_seus_t%C3%ADtulos/

Cat angle

Our protagonist is a black outlaw cat. So we posted him in a few cat-related communities.

The results weren't massive, but they were better than we expected. (Maybe because our expectations were basically zero 😅)

>https://www.reddit.com/r/aww/comments/1u2hqht/im_making_a_game_about_a_black_cat_outlaw_and_our/ https://www.reddit.com/r/Catmemes/comments/1u2hqkw/im_making_a_game_about_a_black_cat_outlaw_and_our/ https://www.reddit.com/r/blackcats/comments/1u2hra0/im_making_a_game_about_a_black_cat_outlaw_and_our/ https://www.reddit.com/r/cats/comments/1u2hya8/our_artist_created_the_most_cheeky_cat_to_be_the/ https://www.reddit.com/r/Gatos/comments/1u2i9vk/estou_fazendo_um_jogo_sobre_um_gato_cangaceiro_e/

Looking at this graph...

A few things stand out to me:

  • Real-world events seem to generate noticeable spikes.
  • Steam festivals generated less than we expected.
  • Reddit appears to be one of our better-performing channels.
  • Even non-gaming communities produced some results.
  • We still don't have a public demo.

But I'm not sure if I'm interpreting this correctly.

Maybe I'm focusing on the wrong signals entirely.

If this were your game, what would you do during the next 6 months?

Would you focus on:

  • A better trailer?
  • A public demo?
  • Steam Next Fest preparation?
  • Influencer outreach?
  • More Reddit?
  • More events?
  • Something else?

I'm genuinely interested in hearing how experienced developers would interpret this graph. I'd appreciate brutal honesty.

For anyone curious, here's the Steam page: https://store.steampowered.com/app/3780630/

And thank you in advance for any feedback. Even harsh feedback is welcome.

u/irlanbragi — 4 months ago

How can I improve my trailer? I recently got some pretty negative feedback and I’m struggling to understand what’s not working.

I've been working on this game for a long time and I'm probably too close to the project to judge the trailer objectively.

Recently I got some negative reactions to it, but most of the feedback was vague, so I'm looking for outside perspectives.

When you watch this trailer:

  • What do you think the game is?
  • What stands out the most?
  • What feels weak?
  • What part should be removed entirely?
  • What would make you more likely to wishlist it?

I'm especially interested in hearing from people who are not the target audience, because first impressions matter.

Thanks for taking the time.

For those who are curious, this trailer is for A Cat in the Cangaço: https://store.steampowered.com/app/3780630/

youtube.com
u/irlanbragi — 4 months ago
▲ 160 r/jogatina

Jogos brasileiros deveriam traduzir seus títulos globalmente?

Somos um estúdio indie brasileiro fazendo um roguelite deckbuilder auto-shooter inspirado no Cangaço.

O jogo originalmente se chamava “Um Gato no Cangaço”, mas estamos considerando simplificar a marca para apenas:

“Gato Cangaço”

A dúvida é que, fora do Brasil, praticamente ninguém sabe o que “cangaço” significa.

Então estamos debatendo qual seria a melhor estratégia de localização pro nome do jogo.

As opções que estamos considerando:

1. Manter “Gato Cangaço” globalmente, mas usar um subtítulo localizado:

  • Gato Cangaço: The Price of a Blessing
  • Gato Cangaço: El Precio de una Bendición
  • Gato Cangaço: Цена Благословения
  • Gato Cangaço:祝福的代价

2. Manter apenas “Gato Cangaço” em todos os idiomas, sem subtítulo.

3. Traduzir/localizar o título dependendo do idioma:

  • A Cat in the Cangaço
  • A Cat in the Backlands
  • Um Gato no Cangaço etc.

O que percebemos é que traduzir totalmente deixa o nome mais claro, mas também tira bastante da identidade e singularidade cultural do jogo.

Ao mesmo tempo, manter “Gato Cangaço” puro talvez dificulte descoberta e compreensão internacionalmente.

Como jogador, o que vocês prefeririam?

Um nome não traduzido desperta mais curiosidade ou mais confusão?

(E se quiserem ver o projeto, nossa Steam page está aqui.)

u/irlanbragi — 5 months ago

Should culturally specific indie games translate their titles globally?

We’re a Brazilian indie studio making a roguelite deckbuilder auto-shooter inspired by the Brazilian “cangaço” (a historical movement from the backlands of northeastern Brazil).

Our game used to be called “A Cat in the Cangaço” and “Um Gato no Cangaço” at Portuguese, but we’re now considering simplifying the branding to just:

“Gato Cangaço”

The problem is: most international players have absolutely no idea what “cangaço” means.

So now we’re debating the localization strategy for the title itself.

Here are the options we’re considering:

1. Keep “Gato Cangaço” globally, but localize a subtitle depending on language:

  • Gato Cangaço: The Price of a Blessing
  • Gato Cangaço: El Precio de una Bendición
  • Gato Cangaço: Цена Благословения
  • Gato Cangaço:祝福的代价

2. Keep only “Gato Cangaço” in every language, no subtitle.

3.Fully localize the title depending on language:

  • A Cat in the Cangaço
  • A Cat in the Backlands
  • Um Gato no Cangaço etc.

One thing we noticed is that fully translating the title seems clearer, but also removes a lot of the game’s identity and uniqueness.

At the same time, keeping “Gato Cangaço” untouched may hurt discoverability or readability internationally.

What would you personally prefer as a player?

Would an untranslated title make you more curious, or less likely to click?

(And if you’re curious about the project itself, our Steam page is here.)

u/irlanbragi — 5 months ago

Should culturally specific indie games translate their titles globally?

We’re a Brazilian indie studio making a roguelite deckbuilder auto-shooter inspired by the Brazilian “cangaço” (a historical movement from the backlands of northeastern Brazil).

Our game used to be called “A Cat in the Cangaço” and “Um Gato no Cangaço” at Portuguese, but we’re now considering simplifying the branding to just:

“Gato Cangaço”

The problem is: most international players have absolutely no idea what “cangaço” means.

So now we’re debating the localization strategy for the title itself.

Here are the options we’re considering:

1. Keep “Gato Cangaço” globally, but localize a subtitle depending on language:

  • Gato Cangaço: The Price of a Blessing
  • Gato Cangaço: El Precio de una Bendición
  • Gato Cangaço: Цена Благословения
  • Gato Cangaço:祝福的代价

2. Keep only “Gato Cangaço” in every language, no subtitle.

3.Fully localize the title depending on language:

  • A Cat in the Cangaço
  • A Cat in the Backlands
  • Um Gato no Cangaço etc.

One thing we noticed is that fully translating the title seems clearer, but also removes a lot of the game’s identity and uniqueness.

At the same time, keeping “Gato Cangaço” untouched may hurt discoverability or readability internationally.

What would you personally prefer as a player?

Would an untranslated title make you more curious, or less likely to click?

(And if you’re curious about the project itself, our Steam page is here.)

u/irlanbragi — 5 months ago

Should culturally specific indie games translate their titles globally?

We’re a Brazilian indie studio making a roguelite deckbuilder auto-shooter inspired by the Brazilian “cangaço” (a historical movement from the backlands of northeastern Brazil).

Our game used to be called “A Cat in the Cangaço” and “Um Gato no Cangaço” at Portuguese, but we’re now considering simplifying the branding to just:

“Gato Cangaço”

The problem is: most international players have absolutely no idea what “cangaço” means.

So now we’re debating the localization strategy for the title itself.

Here are the options we’re considering:

1. Keep “Gato Cangaço” globally, but localize a subtitle depending on language:

  • Gato Cangaço: The Price of a Blessing
  • Gato Cangaço: El Precio de una Bendición
  • Gato Cangaço: Цена Благословения
  • Gato Cangaço:祝福的代价

2. Keep only “Gato Cangaço” in every language, no subtitle.

3.Fully localize the title depending on language:

  • A Cat in the Cangaço
  • A Cat in the Backlands
  • Um Gato no Cangaço etc.

One thing we noticed is that fully translating the title seems clearer, but also removes a lot of the game’s identity and uniqueness.

At the same time, keeping “Gato Cangaço” untouched may hurt discoverability or readability internationally.

What would you personally prefer as a player?

Would an untranslated title make you more curious, or less likely to click?

(And if you’re curious about the project itself, our Steam page is here.)

store.steampowered.com
u/irlanbragi — 5 months ago

Should culturally specific indie games translate their titles globally?

We’re a Brazilian indie studio making a roguelite deckbuilder auto-shooter inspired by the Brazilian “cangaço” (a historical movement from the backlands of northeastern Brazil).

Our game used to be called “A Cat in the Cangaço” and “Um Gato no Cangaço” at Portuguese, but we’re now considering simplifying the branding to just:

“Gato Cangaço”

The problem is: most international players have absolutely no idea what “cangaço” means.

So now we’re debating the localization strategy for the title itself.

Here are the options we’re considering:

1. Keep “Gato Cangaço” globally, but localize a subtitle depending on language:

  • Gato Cangaço: The Price of a Blessing
  • Gato Cangaço: El Precio de una Bendición
  • Gato Cangaço: Цена Благословения
  • Gato Cangaço:祝福的代价

2. Keep only “Gato Cangaço” in every language, no subtitle.

3.Fully localize the title depending on language:

  • A Cat in the Cangaço
  • A Cat in the Backlands
  • Um Gato no Cangaço etc.

One thing we noticed is that fully translating the title seems clearer, but also removes a lot of the game’s identity and uniqueness.

At the same time, keeping “Gato Cangaço” untouched may hurt discoverability or readability internationally.

What would you personally prefer as a player?

Would an untranslated title make you more curious, or less likely to click?

(And if you’re curious about the project itself, our Steam page is here.)

u/irlanbragi — 5 months ago

Tô fazendo um jogo onde um dos inimigos é o “cão chupando manga”

Fala, pessoal!

Sou dev da Bahia e tô criando um jogo chamado Um Gato no Cangaço.

A gente tá enchendo o jogo de referências brasileiras e nordestinas meio absurdas.

Tem um inimigo chamado “o cão chupando manga”, e ele literalmente fica cuspindo mangas em você.

Tem uma carta chamada “Pés de Curupira” que inverte seus controles por 60 segundos.

Tem “Pacto Antigo”, que é um vinil amaldiçoado escrito “XAXU 666”.

Tem carta chamada “Bunda pra Lua” que aumenta sua sorte.

E por aí vai...

A princípio a gente tava com medo de fazer um jogo TÃO regionalizado.

Mas mostrando o projeto pra gringos, eles simplesmente amam.

Mesmo sem entender todas as referências, “a dog sucking mango” aparentemente é engraçado em qualquer idioma.

O jogo mistura roguelite, deckbuilder e auto-shooter.

Você joga com um personagem amaldiçoado:
durante o dia ele é um gato,
durante a noite vira humano.

E toda melhoria em uma forma acaba prejudicando a outra, então você meio que precisa montar duas builds ao mesmo tempo tentando equilibrar gato e homem.

A arte é inspirada em literatura de cordel e xilogravura brasileira.

Se curtirem, adiciona na wishlist da Steam 🙏
Isso ajuda MUITO um jogo indie pequeno.

https://store.steampowered.com/app/3780630/Um_Gato_no_Cangao/

u/irlanbragi — 5 months ago
▲ 104 r/DestroyMyGame+2 crossposts

Tô fazendo um jogo onde um dos inimigos é o “cão chupando manga” 🐈‍⬛🌵

Fala, pessoal!

Sou dev da Bahia e tô criando um jogo chamado Um Gato no Cangaço.

A gente tá enchendo o jogo de referências brasileiras e nordestinas meio absurdas.

Tem um inimigo chamado “o cão chupando manga”, e ele literalmente fica cuspindo mangas em você.

Tem uma carta chamada “Pés de Curupira” que inverte seus controles por 60 segundos.

Tem “Pacto Antigo”, que é um vinil amaldiçoado escrito “XAXU 666”.

Tem carta chamada “Bunda pra Lua” que aumenta sua sorte.

E por aí vai...

A princípio a gente tava com medo de fazer um jogo TÃO regionalizado.

Mas mostrando o projeto pra gringos, eles simplesmente amam.

Mesmo sem entender todas as referências, “a dog sucking mango” aparentemente é engraçado em qualquer idioma.

O jogo mistura roguelite, deckbuilder e auto-shooter.

Você joga com um personagem amaldiçoado:
durante o dia ele é um gato,
durante a noite vira humano.

E toda melhoria em uma forma acaba prejudicando a outra, então você meio que precisa montar duas builds ao mesmo tempo tentando equilibrar gato e homem.

A arte é inspirada em literatura de cordel e xilogravura brasileira.

Se curtirem, adiciona na wishlist da Steam 🙏
Isso ajuda MUITO um jogo indie pequeno.

https://store.steampowered.com/app/3780630/Um_Gato_no_Cangao/

u/irlanbragi — 4 months ago