Pebble For A Queen · published · build 24554936
We're working on letting you take Goguz everywhere with you, wherever your travels take you. It's coming along nicely! But the mobile port will still take a little while. Polishing the Steam version remains our top priority, and we'll only release on mobile once it's truly up to par.
This patch focuses on one thing above all: making the first hours of play clearer and less frustrating, without touching the balance of the mid and late game. We listened to your feedback on early-game skills, and here's what's changing.
Three skills now display a colored circle showing their area of effect or range, to help you position yourself:
Unda: a blue circle showing the water jet's range
Tolo: a brown circle showing the area struck by the tail
Nube: a green circle showing how far the ring will expand
The indicator appears when the tail comes out and disappears when it retracts. No more guessing where your attack will land.
A word on our approach: all skills are equally viable and become overpowered in the late game. It's the early game that needed a look. We deliberately kept the adjustments modest so as not to unbalance the game. The goal is to remove friction without removing the sense of earned progression.
Dash
Width: 0.3 -> 0.5
Length: 2 -> 3
Min damage: 1 -> 10
Max damage: 20 -> 25
Dash stays a roulette skill: a critical failure deals little damage, a critical hit deals a lot. Over time the average barely moves, but we've clearly raised the damage floor so unlucky players don't feel like the skill is useless. We've also enlarged its area and reach to make it easier to place, we'll happily admit it was hard to master. From the mid-game on, where Dash is already very strong, these changes are barely noticeable, and its random, technical nature stays fully intact.
Beryu
Cone duration: 2 -> 4
Damage-over-time duration: 6 -> 11 (allows 2 ticks right from unlock)
Beryu is arguably the best skill for farming, especially in the mid and late game. But those who unlock it first could find it too weak or too demanding. Its duration is extended in the early game: no impact on the late game, just a more enjoyable skill to play when you first discover it.
Unda
Min damage: 20 -> 25
Max damage: 30 -> 35
Tolo
Debuff duration: 2 -> 4
Nube
Max radius: 2 -> 3
Min damage: 10 -> 15
Max damage: 15 -> 20
You'll notice Unda, Tolo and Nube get smaller buffs than Dash and Beryu. That's intentional: these are exactly the three skills receiving the new area-of-effect indicator. Clearly seeing where your attack lands is an upgrade in itself, so their numerical adjustments stay lighter, just enough to keep pace with the others.
"Can I do this?" (Tolo) : rocks to destroy with the tail: 100 -> 50
This quest had a real teaching purpose we want to keep: showing you that tail strikes don't just reduce armor but also deal damage, and nudging you to travel between zones (nearly impossible on large rocks, far easier on small ones) to make it click. The problem was that it wasn't much fun and slowed progression a lot, especially if Tolo wasn't your first element. And 100 rocks isn't necessary to get the idea. Cutting it to 50 doesn't make the quest easier, just faster: we keep the challenge, we remove the tedium.
We're going to stay very careful with quest balancing. Some quests are, and should remain, hard to complete quickly: they simply invite you to progress a little further into the adventure before targeting them, and sometimes just playing will complete them on their own. This one didn't work that way.
We've added two tips that go with this mindset: don't force a task that's too hard right now, and let long tasks complete themselves as you keep playing. A little reminder that patience is part of progression.
Fixed an infinite energy bug that could occur when leaving the tutorial without breaking the first rock.
Translation fixes and improvements. (Thanks A LOT on that one, as French native speaker, every help/correction of other language is a huge help for us, don't hestitate to continue your feebacks here or on discord)
We're moving carefully with balancing: we don't want to push the numbers too far and break the sense of progression, this game is meant to be earned. These changes aim to improve the feel and remove a bit of friction, not to make the game easier. If you notice anything, let us know, and we'll keep adjusting based on your feedback.
Thanks again for being with us. 💙
The Mangus team