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
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
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
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.
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
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
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
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.
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
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!
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