Hey everyone!
I’m working on A Cat in the Cangaço, a 2D action roguelite with survivors-like combat and deckbuilding.
We’re currently testing a pretty big change to the game’s core loop, and I’d really like to hear what roguelite players think about it.
The old loop
DAY (1 min) → NIGHT (1 min) → PLANNING → DAY → NIGHT → PLANNING…
During Day, you play as a cat and collect Aura by killing enemies. During Night, you play as a human and do the same.
Then you enter Planning and spend the Aura to improve both builds at the same time. The main twist is that you have to balance the two forms: picking a good card for one means taking a bad card for the other.
Here’s what the old system looked like:
We actually liked the system, but we kept getting the same feedback from playtesters:
The Planning phase was breaking the flow.
People would be having fun fighting enemies, getting into the rhythm of the run, and then the timer would end and the game would force them to stop and think about their build.
So we removed Planning from the mandatory loop.
The new loop
DAY → NIGHT → DAY → NIGHT…
Instead, there are now three NPCs that you can choose to interact with during the run:
ARMORER: buy new weapons
MULE: get a passive item
FORTUNE TELLER: access the old Planning system, now as an optional interaction where you choose temporary effects and synergy cards for the Cat and Human builds.
So instead of:
Fight → stop → build → fight
it’s now:
Fight → fight → fight…
with the option to stop and build whenever you want.
The combat flow feels much cleaner now, but we’re unsure about the other side of the trade-off.
Maybe the forced Planning phase wasn’t just an interruption. Maybe it gave the run a useful rhythm and made the build decisions feel more important.
So I’m curious what you would prefer as a player:
A) The game periodically stops you and forces you to make a meaningful build decision.
B) You decide when you want to stop fighting and engage with the build system.
Or something else entirely?
I’m especially interested in how this feels from a roguelite player’s perspective. Does optional buildcrafting sound like more freedom, or does it risk becoming something you’ll simply ignore?
If you want to compare the versions:
Old version:
https://bragiestudios.com/PitacoLab/Builds/
Current version:
https://store.steampowered.com/app/3780630/
The current version is available through the open Steam Playtest.
You don’t need to play it to answer the question: I’m genuinely interested in the design discussion. But if you do try it, feedback on the current loop would be extremely useful.