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Steam Deck friendly?! Yes!

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


[ 2024-10-18 19:52:36 CET ] [ Original post ]

Bug Fixes and small Modding Improvements (v1.2.2)

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.

SMALL CHANGES


  • mini chase mutations now push each other way

BUG FIXES


  • fix wrong player icon sometimes showing up on title screen
  • fix shatter effect sometimes not happening when Evil Friend is defeated

MODDING


  • Duplicate assets of the same name will no longer force a crash, instead a warning will display on the loading screen
  • polish unused Bomb enemy
  • polish pinecone object
  • polish unused Smughole enemy
  • polish unused evil acorn enemy
  • you can now ride on "Decoration" objects that have collision (Mine Cart, Tv, Table, etc.)
  • fix LightningCloud crash
  • hid some more unused uninteresting objects in the level editor
  • changed preview image for Bed
  • Evil Friend now properly gives you a cookie in custom levels


[ 2024-10-14 17:54:16 CET ] [ Original post ]

Modding Cloud Storage, Bug Fixes (v1.2.1)

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

SMALL CHANGES


  • Custom folder and Drawings are now included with Cloud Saves
  • Custom Characters folder renamed to "Characters" from "Costumes"

BUG FIXES


  • fix room misalignment in Scrape
  • fix possible 2 Player glitch with Trinketly

LEVEL EDITOR


  • Text in _Special now has an argument for fading out over time
  • add visuals for FilterBadge
  • polish RockWorm


[ 2024-10-07 17:27:55 CET ] [ Original post ]

More cool stuff, QOL changes, and Modding/Level Editor improvements! (v1.2.0)

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

SMALL CHANGES


  • crumbly destroy sfx is now quieter
  • Show Lock Warp acronym "LW" on file select when appropriate
  • improved character select screen
  • there's now an indicator for when you're not nice to the bees
  • boogerball cooldown nerfed 1s -> 0.65s
  • quick swap input lock now only lasts for 0.15s instead of forever until you release the locked input
  • minor misc. level adjustements
  • respawn to Beginning Tweak kicks you to Title Screen now
  • hush music during Trinket get

BUG FIXES


  • in situations where you would be stuck in a wall after room transitioning you will now be scooched to the nearest open space
  • fix overworld wrong warp, again
  • fix some typos, except for the funny ones
  • important text appears behind checklist menu now
  • can no longer hurt or be hurt by bosses in cutscenes
  • adjusted music code again to be more resilient
  • fixed air horn not working on deflecting bullets
  • fixed air horn not replenishing sometimes in 2p after room transitions

MODDING


  • improved custom character support
  • you can now reload custom sprites with the "rsp" command in the CLI

LEVEL EDITOR


  • new FilterBadge gizmo: lets you filter what badges can be used
  • when building contraptions the main link is now optional
  • more objects work with links and trains
  • fix crash when leaving null zone
  • fix door crash
  • single quote text input works now
  • you can now see more in edit mode for base game levels
  • remove
  • from certain CLI commands
  • remove CLI commands that only work with source code available
  • fix Walko crash
  • friendly collectibles no longer give temporary fragments in custom levels
  • hide useless unused tiles from palettes
  • reorganized Groups a little
  • polished DiamondBlock
  • polish evil little star
  • tile overlay visual changes based on if a block can be linked or not
  • made certain bosses functional in custom levels
  • added BossBarrier block
  • on defeating boss Music will stop
  • you can now configure a custom health for LevelEnd
  • beating custom levels and finding evil collectibles will give you Cookies, they are useless
  • .levels automatically support LoadLists (will load songs ahead of time instead of loading the song when you need it)
  • added new keycard object that persists between rooms
  • flowers work on treadmills
  • added a new BossSkull object that allows you to make Evil Contraptions


[ 2024-09-29 19:19:31 CET ] [ Original post ]

Bug fixes (v1.1.1)

Hi again!


Some bugs got reported right as I was releasing the last larger update. So here ya go!

BUG FIXES


  • fix overworld wrong warp

LEVEL EDITOR


  • doors work better by default
  • polished up a lot of the unused enemies


[ 2024-09-16 23:28:11 CET ] [ Original post ]

Some cool stuff and lots of bug fixes! (v1.1.0)

Hi everyone!


I'm excited to share with you the first patch after the full release of Garbanzo Quest! The response for the game has been so awesome! It's funny I thought that things would slow down at least little bit once the game was out, but nope! I've been pretty much just as busy as the weeks leading up to release . There were plenty of little bugs cropping up here and there, but thankfully nothing too catastrophic. I've also made some small changes and additions based on feedback. You'll also find some improvements to the level-editor/modding tools. I'm excited to keep improving the game's modding tools and to make other additions/changes! Anyways, thank you everyone for playing and sharing your feedback! See below for a list of changes. - Zachary

CHANGES


(Big Changes)


  • added another trinket somewhere :)
  • bounce and hit head punishment nerfed. you will now enter a non-bounceable state for about a quarter of a second and return to bounce after.
  • big performance improvements to particle effects (fixes air horn lag)
  • you can now check the checklist from the overworld (you'll have to talk to Checklistio again)
  • new quick start option that locks certain skips until post game
  • change how code generation works, and you now have to see a code before it'll work
  • hid some other things somewhere, i'll never tell teehee :D

(Small Changes)


  • "spit" is replaced with "bark" in more places when playing as Frankie
  • improve presentation when power/customization fragment count is less than zero
  • Bruce => Broose
  • adjust Broose Magic Cavern dialogue
  • adjusted stat book dialogue
  • improved auto-tiling for certain brick patterns
  • coin counter disappears when going from coin room to no coin room now, also slightly improved presentation
  • billi' boxes use gamble rng now when deciding jump horizontal velocity
  • update playtesters
  • update supporters

(Level Editor)


  • adjusted room editing tools for level editor
  • cover photos for custom levels are now embedded in the .level file
  • added cap (capture screen) and l-embedcov (embed custom .png into .level) CLI commands.
  • slightly improved presentation for the Level Hub
  • you can use the CLI while in frame advance now
  • added Order as an option for WeatherTile in the editor
  • CTRL+L or "load" will save your level before loading it in Edit Mode
  • Documentation moved to here: https://garbanzoquest.com/?level-editor

(Modding)


  • you can now override sprites in the game by placing .pngs into \zachisagardner\garbanzoquest/Custom/Sprites/
  • you can now override sound effects in the game by placing .oggs into \zachisagardner\garbanzoquest/Custom/Sfx/
  • you can now override music in the game by placing .oggs into \zachisagardner\garbanzoquest/Custom/Music/

BUG FIXES


(Misc.)


  • fix typo in Tall Bee dialogue
  • fixed possible crash with heat seaking bullet
  • fixed out of bounds issue in Tower Entrance
  • fixed oob issue in Moving Bridges
  • fixed oob issue in Home
  • other misc. oob adjustments
  • name input uses "accept" input, not "jump", now
  • using ??? Badge in water keeps facing direction properly now
  • made the floating tree not look like it's floating on the title screen
  • fix some graphical issues in Shroom Falls
  • fix door in Moving Bridges target room
  • fix weird behavior with Mr. Smiley when going through a door
  • state resets to normal when entering disabled badge rooms
  • freddy fish is more sensitive
  • fix glitch in Now Hiring boss fight where they could get stuck off stage and not be able to get back
  • fix glitch in Psilocybin' target room where the bottom of the screen would kill you instead of scrolling to the next room

(Level Editor)


  • fixed text wrap not working for CLI in edit mode
  • fix l-exp command crashes
  • fix boot with custom levels crash
  • fix success message for l-cov command

MAYBE BUG FIXES


  • i wasn't able to recreate the "display freeze" glitch, but i updated the MonoGame version, so hopefully that will do something. if the display freezes, but the game doesn't crash, please let me know and give as much info as possible so i can fix it :D
  • i wasn't able to recreate the "no music" glitch, but i cleaned up some the music code, so hopefully that will do something. if you enter an area that normally plays music, but it doesn't, please let me know and give as much info as possible so i can fix it :D
the in game feedback form, discord, or my email all work if you wanna reach out. email: garbanzoquest@gmail.com discord: https://discord.com/invite/zht36yGqG3


[ 2024-09-16 19:38:10 CET ] [ Original post ]

Garbanzo Quest v1.0 is OUT NOW!!!

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.

  • RIT Magic Center
  • Chip Chip
  • Rocknoceros - (Seth Klohoker)
  • John Paul Gardner
  • DoujinShinji
  • GuyMan
  • bailey & james
  • IamDylan
  • Kent Reese
  • Ismael Rodriguez
  • osto
  • Peyton Studebaker
  • Quinton McCollum
  • Ryan Neese
  • YetiMaurice
And another BIG THANK YOU to all the playtesters who played a worse version of the game early. Garbanzo Quest is extra awesome because of your help!
  • Sam Cammarata
  • Noah Ratcliff
  • Aidan Markham
  • Kent Reese
  • Holly Mott
  • Rachel Feirman
  • Christian Cognetto
  • AJ Bartolotti
  • Matthew Hamilton-Roux
  • Kiera
  • Nitin Garg
  • bclikesyou
  • Hoang Vo
  • YoshyFoods
  • KoopaShellzz
  • r1kGAMES
  • Thomas Ratliff
  • Jacob Dietz
  • Tai Hua
  • Emily Hall
  • DoujinShinji
  • Violet Seren
  • LordYharim
  • Dave & Jen
  • Nathan Ranney
  • Robin Poe
  • MirrorFallPerson
  • Paolotto Games
And thank you for playing! A work of art is not complete until it is experienced! So thank you everyone for helping bring my silly little video game to life.


[ 2024-09-04 13:17:18 CET ] [ Original post ]

Garbanzo Quest v1.0 is Releasing SEPTEMBER 4TH!

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


[ 2024-07-18 20:02:41 CET ] [ Original post ]

No more farm crash (0.7.6_350)

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!


[ 2024-02-27 14:58:11 CET ] [ Original post ]

Speedrun Mode & Bug Fixes (0.7.5_348)

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

  • There is now a toggle in the Options Menu for "Faster Cutscenes." With this enabled many cutscenes are shorter, faster, or non existant.
    • Bosses say less or nothing when encountered.
    • Friends say less or nothing when liberated.
    • After you beat a level, you can move while the path is revealing itself.
    • Building Badges and Customizations is instant
    • Any text crawling will crawl twice as fast.
    • Any fade out/ fade ins will animate twice as fast.
    • You don't have to jump out of the bed in the start
  • There is now a toggle in the Extra Menu for "Impatient Mode." With this enabled there are various menu options relating to Speedrunning enabled.
    • When making a new file instead of the cute questionnaire, you'll get a purely utilitarion menu. In addition to Name, Character, and enable Tweaks there are new menu options for Faster Cutscenes, Show Timer, Set Tweaks, and Start with All Badges.
    • You'll also find the "Reset" button on the Pause menu and File Select menu. This will delete your file and create a new one with the same settings that you set when you started it. Worn cosmetics will be kept as well.
  • The cutscene for finding a collectible is now faster once you've built something with the corresponding collectible type. Not just when Faster Cutscenes is enabled.
BUG FIXES
  • Fixed a softlock for the boss of world 3 if you did "Retry Room" after defeating them
  • Toast messages no longer overlap each other if they have different heights


[ 2024-02-12 16:15:43 CET ] [ Original post ]

Better Presentation for Tweaks Menu + Other Small Changes (0.7.4_346)

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


[ 2024-02-08 15:41:31 CET ] [ Original post ]

Tough Guy Mode + Bug Fixes (0.7.3_344)

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


[ 2024-02-07 11:20:06 CET ] [ Original post ]

Sound Check + Window Scale Multiplier Option + Bug Fixes (0.7.2_338)

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"


[ 2024-02-05 20:41:27 CET ] [ Original post ]

Just some small bug fixes (0.7.1_333)

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.


[ 2024-02-04 17:06:43 CET ] [ Original post ]

Early Access Version 0.7 is OUT 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 :^)

CHANGELIST


Narrative: - The game now has a first pass at a simple narrative. Overworld: - 5 Worlds total! - Another complete art and design revamp! - Completed levels will show various stats and accolades Levels: - Lots of new levels, enemies, mechanics, etc. (37 levels in total!) - Lots of misc. art revisions/improvements - Lots of misc. level design changes - Only the best levels have not been scrapped - Revamped and replaced bosses - Better secret level presentation - Redid some songs too - Improved the level clear screen (it's prettier and shows stats and stuff) Home Base: - Complete overhaul of art and layout - Lots of new dialogues for everyone. Updated Collectibles system: - all the different things you could find (aside from friends) have been moved into a new FRAGMENT system. There are two kinds of FRAGMENTS littered about as secrets throughout the game. Badges: - Badges are built with BADGE FRAGMENTS - Badges can now be changed at will anytime with QUICK-SWAP - Lots of polish/changes on all the Badges - Certain badges have been removed (Chime, Gum). The hint for missing something is now shown in the overworld stats box Customization: - Customization options are built with CUSTOMIZATION FRAGMENTS - PAINT-COLORS: Instead of tinting the player character there are now custom defined palette swaps for each color. (Looks better) - ACCESSORIES: You can now build and wear different accessories - CANVASES: Various improvements to the drawing minigame - You might notice FRIENDS sometimes wearing the customization options you unlock :) 2 Player: - Instead of being tethered to each other, the non-advancing player will be teleported to the advancing player when they get too far from each other - Icons show kind of where you are if you're off screen - If you die, but your buddy is still alive you will turn into a ghost. You can fly around and stuff until your buddy makes it to the next room and you're revived. It's up to you to help, or to make your buddy die faster >:) - Tweaks like HP and STRENGTH can be configured per player. Characters: - You can now play as my dog Frankie. Why not? - You can now play as Ghostly. This is only available for player two. Ghostly can't be hurt and can mostly only fly around. This is a good choice if you have a friend that sucks at video games, but you still want to include them :D - You can select between 4 different Characters at the home base and at the beginning of the game (Garbanzo, Pinto, Frankie, and Ghostly) UI: - Generally looks better - Added art for keyboard prompts - Improved gamepad prompts and added some more controller types Rounding Corners: - Things like falling of the screen no longer kill you in one hit. Instead you will bounce taking exponential damage each time you fall without reaching ground. - While you're in the "fell off screen" state, hitting your head on a 1 tile high ceiling will have you teleport through it. - If you are in a situation where you're about to be squished, the game will attempt to slightly push you out of the way. If there is nowhere to go, you'll die in one hit. AFIAK this is the only remaining scenario where you just die in one hit. Mod friendly: - All sprites are now stored as .pngs so you can edit/replace them - All sound effects and songs are stored as .oggs so you can edit/replace them - Assets can be placed in a folder called "Custom" in your Save Data location, so you can override things without modifying the original. - The level editor and dev tools are now exposed for you to play around with. See "Extras" in the "Options" menu. Misc: - Rumble has been implemented! (Options to remove it too) - The camera now moves smoothly as opposed to at a linear speed - Master Volume option

WHAT'S NEXT


This update, I'm expecting, is the last BIG update before 1.0. In 1.0 I will be mainly adding more content and doing another pass on the narrative. I'd say what's in this update represents roughly about 60-70% of what I have planned for the game. There's still plenty of work to do, but I am slowly getting towards the end of development for GARBANZO QUEST. I'm thinking it will take me another year to get 1.0 done, but who knows! Anyways, thanks for reading and I hope you have fun playing the game! - Zachary


[ 2024-02-02 11:46:26 CET ] [ Original post ]

Anyone Wanna Help Test GARBANZO QUEST?

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]

  • Right click "Garbanzo Quest" in your Steam Library.
  • In the right click menu select "Properties".
  • Go the Betas tab.
  • In the "Beta Participation" dropdown select "test".
  • That's it! [/olist] Please feel free to share anything about your experience! Find a bug? A part of the game too hard/ too easy? Lemme know! If you would like to communicate feedback to me you can either: [olist]
  • Use the new "Give Feedback" button in the "Options" menu.
  • Email me at garbanzoquest@gmail.com [/olist] I've done some in person testing with a small group of people on the main path of the game. I feel like I've done my due diligence with that part of the game. A lot of the extra challenging secret levels have received very little to no testing, so those might be a little rough around the edges. Information about your experience with the secret levels is EXTRA appreciated! Anyways, thanks for reading! I hope it was worth the wait!


    [ 2024-01-27 16:47:44 CET ] [ Original post ]

  • November 2023 Progress Update

    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


    [ 2023-11-28 23:17:44 CET ] [ Original post ]

    0.6.1: Bug Fixes and other Little Things

    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


    [ 2023-01-09 19:50:59 CET ] [ Original post ]

    Early Access Version 0.6.0 is out now!

    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!


    [ 2023-01-06 16:25:07 CET ] [ Original post ]

    Garbanzo Quest is Now Available in Early Access!


    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!


    [ 2022-09-16 15:41:11 CET ] [ Original post ]

    Garbanzo Quest
    Zachary Gardner Developer
    Zachary Gardner Publisher
    2023-01-02 Release
    Game News Posts: 20
    🎹🖱️Keyboard + Mouse
    🎮 Full Controller Support
    Very Positive (174 reviews)
    Public Linux Depots:
    • [290.8 M]
    Welcome to Garbanzo Quest!
    Run, Jump, and Spit your way through trouble in a silly place called Freedomland! You (and a friend) will adventure through this silly world and spit on evil in the name of making the world a better place! Meet lots of cool people and not so cool people while finding lots of secrets too!

    Features

    • Spit on enemies as your main weapon!
    • Local Co-Op! Play through the whole game with a friend!
    • Navigate bullet hell inspired levels and defeat challenging bosses!
    • Make lots of friends! Some friends may even be able to return the favor!
    • Collect badges that give you new abilities!
    • Made by one person! Wow!
    • Supports Keyboard and many different controllers including: Xbox, PlayStation, Nintendo Switch, and GameCube! (with matching button prompts of course!)
    • Enjoy a silly world with a quirky and retro inspired art style with lots of original music!
    • Accessibility options to make the game as easy (or hard) as you want! Including Game Speed, Health, and Power sliders!
    • Lots of different enemies and scenic places to adventure through!
    • Lots of secrets!

    MINIMAL SETUP
    • Memory: 4 GB RAMStorage: 500 MB available space
    • Storage: 500 MB available space
    RECOMMENDED SETUP
    • OS: Ubuntu 12.04+ or Kernel 3.x+ based distributions
    • Processor: 2.0 GHz Core 2 DuoMemory: 2 GB RAM
    • Memory: 2 GB RAM
    • Graphics: OpenGL 2.0 compatible
    • Storage: 300 MB available space
    GAMEBILLET

    [ 6105 ]

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