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Garbanzo Quest runs great on the Steam Deck! In testing the game for full release I've done many 100% playthroughs on the Steam Deck and I can confidently say that it runs great without any special configuration! I've even added button prompts specifically for the deck! In addition to my own testing, I've heard from other Steam Deck users that they've experienced no problems with the game. I noticed that the game has yet to be "Steam Deck Verified" so I just wanted to let y'all know! Thanks for playing! - Zachary
Hi! just some bug fixes here. Modders will be happy to know that I removed the forced crash when you had more than one file of the same name. It'll now just show a warning in the loading screen. Having assets that share the same name might create unpredictable results, but nothing game breaking, probably.
Hi! Just some bug fixes and small changes here. Namely I moved the Custom folder into the cloud storage folder. Existing stuff should automatically get moved there. But if you're into modding/level editing you should be aware of the new location. Looks something like this on Windows: NEW: C:\Users\{username}\AppData\Roaming\zachisagardner\garbanzoquest\Storage\Custom\ OLD: C:\Users\{username}\AppData\Roaming\zachisagardner\garbanzoquest\Custom I also renamed the Custom Characters folder, Custom/Costumes was a little confusing. It's now "Characters", not "Costumes". Anyways see below for the whole change log. As always thanks for playing and messing around with the modding tools! - Zachary
Hello again! Here come's another round of changes and bug fixes. Modding tools got some improvements, you can now add your own characters! The level editor got a lot of love too. It should be less cluttered, less buggy, and generally easier to work with. Pretty soon I will be looking into setting up the Steam Workshop (or some alternative). The documentation for these things is also a bit lacking and I will be looking into fixing that soon. For now there's some basic getting started info in the Garbanzo Quest Discord and on the official website. Level Editor Docs: https://garbanzoquest.com/?level-editor Custom Character Docs: Level Editor Docs: https://garbanzoquest.com/?characters Discord: https://discord.com/invite/zht36yGqG3 Thank you everyone again for playing and giving feedback! - Zachary
Garbanzo Quest is my pride and joy and I'm so excited to share it with you all today after 3 years of full-time solo development! I hope you have as much fun playing it as I did creating it. Making this game has definitely been one of the hardest things I've ever done. But even now, my only hope is that I get to make more games after this one! I'd also like to thank all the people who helped make this game a reality. A BIG THANK YOU to all everyone who helped pitch in financially so that I may live.
After 3+ YEARS of hard work it's finally happening! Garbanzo Quest v1.0 will be releasing on September 4th and exiting Early Access! The game has come a long way and I'm really excited to release it to the public. I'm truly confident that I've done everything I can to make a really cool and new experience. The game as it is now is pretty much done, I could probably release it today and it wouldn't be too catastrophic. But I will be taking the extra time between now and September 4th to make extra sure the game is ready and that it gets the polish it deserves. Thank you to everyone who has played the game in Early Access all these years. Your feedback has been so incredibly helpful in making this game the best game it can be. Anyways, see ya September 4th! - Zachary
Just a little fix here! In 0.7.5 I introduced a crash that would occur when you harvest a plant in the farm area. A simple typo crashed the whole game, wow! Thanks to everyone providing feedback and bug reports, it helps a lot!
I'm pretty close to getting into work on 1.0, but not before I add some speedrunning quality of life features! These changes aren't just for hardcore speedrunners, I think people who want to do subsequent playthroughs will appreciate these as well. I think the dialogue adds a lot of character to the game, but if you're a speedrunner playing through the same segments over and over I get it if you just wanna focus on the core of the game. See the change list below for more info! CHANGES
Okay, okay, I had an idea on how to improve the presentation of the Enable/Disable Tweaks menu thing and I just had to publish it. I was eager to get 0.7.3 out because of the important bug fixes, but I wasn't 100% sure if I liked how I did the "Tough Guy Mode." It's a little different now, but I think it's much better. See below for more details. CHANGES - Extras Menu is now only visible on the Title Screen - Special Options no longer affects Dev Tools and has been renamed to just Tweaks. - Added a Tweaks Icon on the File Select screen to show if it's enabled or disabled - Fragment Count UI no longer affected by Pause - More Toast message for file actions on title screen BUG FIXES - Player Icon now shows up properly in Keyboard/Gamepad Input Config
Howdy! Once again here are some more bug fixes and some other small changes. The most notable being able to disable the Tweaks and Extras menus. See below for more info. CHANGES - The Tweaks and Extras menu options can now be hidden, and you'll be asked if you want that when starting a new game. Existing save files can turn it off/on under the File Settings menu on the Title Screen. - Chapter End text can only be dismissed with the "Accept" button now. - There's a cute toast message when you delete a save file now. - Textboxes proceed with the "Accept" button not the "Jump" button now. - Added a few more random names for the file name creator - Made the title screen music weirder and funkier - The screensaver will no longer activate on the title screen - Slightly improved the title questionare dialogue - Your game time no longer increments on the Title screen or the Intro cutscene BUG FIXES - Can no longer open quickswap while talking to somebody. - While leaving the Home Base you could potentially focus another room. - Icons for players characters were not showing up in certain situations. I wasn't able to recreate it, but I refactored the super jank code that was powering it. So hopefully it's fixed??? - Ghostly should show up properly in the Screensaver now. - You could pause the game after picking characters in the title screen, when you shouldn't be able to - Ghostly can no longer move during the drawing minigame
Hi! More bug fixes here. Also some fun little things I was able to squeeze in this morning. Somebody recommended I add a "Sound Check" room, and I thought that would be a fun addition! Somebody also wanted a menu option for changing the window scale multiplier, pretty simple stuff. Thanks everyone for your feedback and suggestions! You're helping Garbanzo Quest be the best game it can be! CHANGES - There's a new character in the home base that lets you access the "Sound Check" menu - Added an option for Window Scale in Display options. When setting Window Scale, the game will remember the Scale you set when booting the game next time and apply it to the game window BUG FIXES - Fixed a visual bug on the title screen that could happen if you have spaces in your name - Small change to overworld art, a certain structure didn't have proper water highlights at the bottom - Small fixes and changes to Menu Options - Fixed a bug in 2 player where if you died during a screen transition you and your ghost would respawn at the same time - Fixed a bug where if you defeated a certain boss with 999 strength it would softlock the game - Fixed some unfortunate level design in "Float On" where you could get stuck in a wall after falling off the screen - if you retry after defeating the final boss you will spawn in a better location - fixed a potential performance issue with "press up prompt"
It's still the weekend for me, but there was a pretty bad bug that I felt was really important to fix. I've also bundled some other smaller fixes and changes. Thanks everyone for playing and reporting things! Please let me know anything about your experience through the in game reporting form, or by emailing me at garbanzoquest@gmail.com! BUG FIXES - Fixed a bug where, during the final boss, the camera would glitch during a certain point and softlock the game. I wasn't able to reproduce this myself, but there was some really jank code that I refactored which will hopefully fix this. - When talking to the Magical Book you could press up again while they were already talking and start another dialogue. CHANGES - Improved the tutorial for the anti-gravity tiles. - Very slightly better presentation on the anti-gravity state. - One of the final bosses bullets moves faster and lasts longer now.
Wow! It's been a while since the last update huh? I have been working very hard on GARBANZO QUEST every day and I believe this update is a HUGE leap in quality, I'm very excited to have it released! This update is essentially a reboot on everything that was done so far. EVERYTHING has been updated at least a little bit. There's lots of new content and overhauls to existing systems. An important note about Save Data: - Save Data won't be able to transfer, since pretty much everything is different or rearranged. - Save Data for 0.6.1 will still be safe (there is a different file on your device for each version) and you will still be able to play version 0.6.1 as an alternative beta branch. I encourage you to see for yourself in the game, but if you're curious here is a rough list of changes. I'm not very good at keeping track :^)
GARBANZO QUEST version 0.7 is VERY close to being released! Before I unleash this HUGE update upon the world it would be of so much help if I could get some additional testing done! It's been a year in the making, it's pretty much a whole new game. Builds for Windows, Linux/Steam Deck, and Mac are available as a beta branch. See below for instructions on how to access the beta branch. How to access the beta branch: [olist]
Wow it's been quite some time since my last update! Sorry about that! I am working very hard every day to make Garbanzo Quest the best video game it can be! Being a one man show, it's hard enough making the game, let alone being active online...
The last version release of Garbanzo Quest was in January, so this version has almost been a year in the making! SO much has changed, too much to give a proper summary. It's pretty much a whole new game! There was a version of the game that I had ready early this month, but it felt like something was missing... So I've started another initiative to improve the narrative! Garbanzo Quest is an action-adventure game, so I think having a stronger narrative will help give more gravitas to the journey. It worked before when the game was shorter, but after adding so many new levels and worlds I really think the new narrative will add a lot!
To help with testing I have acquired a Steam Deck and an old MacBook! I set up my development environment on both. Supporting Windows, Linux, and Mac should be much easier now! These have already helped me to make big performance improvements!
With this version update I'd say the game is about 65% complete??? I'm aiming for January 2024 as the release for Garbanzo Quest 0.7! If it takes longer, don't be too surprised, heehee!
I really want to start doing more social media stuff, especially since I'm (hopefully) getting kinda closer to the game being done-done. I'm not sure exactly what that looks like. I read somewhere that you should be spending 50% of your time developing the game and the other 50% promoting it... The highest I've ever had it is probably around 10%... I would at least like to start doing monthly long-form updates like this one! If there's something you would be interested in me sharing, please send me an email at garbanzoquest@gmail.com.
As always, thank you all for the support! It sure takes a long time to make a game, huh? This November marks 2 years of full-time development on Garbanzo Quest! My tentative goal is to finish this game before 3 years is up (it is expensive to be alive).
If you'd like to help out with development consider supporting me on Patreon!
All supporters of any amount will appear in the Credits!
Anyways thanks for reading :^)
-Zachary
Hi! Just a few bug fixes and small content changes. 0.6.1 Changes: - Fixed a bug where checkpoints could be set on top of spikes in certain situations (thank you to DMPuppet for reporting this.) - When migrating major savedata versions the overworld checkpoint is set back the the beginning, in case that checkpoint isn't valid anymore. (thank you to ArsonsAra for reporting this.) - Added another dialogue to the sign at the Early Access dead-end during certain situations. (Again, thanks to ArsonsAra.) - Fixed a bug where dying during certain cutscenes would cause a crash. (Thanks to ME, I found this one all by myself ) - Moved snow particles to front in Overworld (again, ME) Thanks again to people for reporting stuff, you're much appreciated! Hopefully in making these changes I didn't break something else -Zachary
Howdy everyone! Early Access version 0.6.0 is out now! 3-ish months in the making, this update includes a lot of polish on existing stuff and adds some new stuff too. With some much improved art and a better designed overworld the game is feeling much more like an actual video game! From what I have planned this is the 3rd of 5 releases (The 5th being the full release!) Now that the game's foundation is better figured out, future releases should have even bigger content updates. I also figured out how to do language support. The foundation has been implemented, but I'm gonna wait until the full release to for-real finish it. I've found a font that supports a really good amount of languages. So far I've tested English, French, German, Italian, Portuguese, Russian, Spanish, Swedish, Japanese, Chinese, and Korean and they all worked! I have no idea the process to get official translations, but at worst the game will support fan-translations. Older saves will still cross over, but I've rearranged the levels a bit, so the overworld will have some broken looking paths. The game will still function just fine! All existing stuff has been at least changed a little bit, so maybe consider starting a new save? I'm not good at keeping track of all the changes but here ya go (some minor spoilers): New Stuff: - Overhauled art - Overhauled overworld - Two new worlds - 13 new levels - New SFX - New music Adjustments: - Buffed/ improved Badges - Adjusted/ tightened player movement a bit - Adjusted levels and bosses (earlier levels are a little easier) - Got rid of bad levels (I think it was 6) - Better fitting colors from Paintbrush friend - Improved drawing minigame Performance: - Songs are now loaded based off a loadlist per level instead of just loading them all at the start (this cut the RAM usage by 75% lol) - Tilemaps are loaded at boot now, which should eliminate load times and stuttering on older machines. Options: - New option: HP Display - New option: VSync (Vsync was on by default before, you can turn it off now if that brings you joy) - Better fullscreen behavior (should be faster) - Game will fullscreen at boot, if you last played in fullscreen QOL: - Better 2 player device select (you now have to hold for a moment, also there's a warning for sharing a controller) - Added the ability to cancel to several menus Bugs: - I fixed so many bugs, I don't remember Thanks for playin!
Garbanzo Quest Early Access is real and you can play it right now! I'm happy to have made it this far with this project and I'm looking forward continuing my work on it!
Hope ya like it!
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