v.1.2.3 Change log + Near Future Plans
Hi!
Today I bring you some quality of life changes and some misc. bug fixes. I also wrote out some of my near future plans for the game.
CHANGES
- You can now bind buttons in the Input Options menu to individual badges
- More buttons are allowed to be unbound (Badge Ability, Quick-Swap, Moonwalk, all new Badge buttons)
- Made level clear icon a little more clear as to whether or not you found everything
BUG FIXES
- added separate builds for Windows 32-bit and Windows 64-bit to help with compatibility issues.
- improved song playing code, no-music glitch should be gone for good
- start button will no longer close button assignment menu
I'm busy working on my next project Super Debt, but there's still a few things I'd like to do for Garbanzo Quest when I find the time!
I want to add a speedrun developer ghost feature to every level in the game. There would be two difficulties, me with no Badges (easy) and me with all Badges (hard). I think this would be a fun way to show off the high-tech stuff you can do with the Badges :D I'm not sure what the reward for beating me would be, probably just a trinket or something haha
I'm also considering removing Mr. Smiley from some levels... They're my favorite enemy, so of course I just couldn't help myself haha. Though after some consideration maybe Garbanzo Quest could stand to see Mr. Smiley a little less :(
I used a script to compile a list of every time Mr. Smiley is used in the game. It's kind of interesting so I thought I'd share it! Of the 79 levels in the game (ugh, could I really not make one more to make it 80?) Mr. Smiley makes an appearance in (if not just one room) 28 of them. That's 35%! I glanced over the list and I think there's 12 levels that could reasonably be reworked without them. So that would bring it down to 16 (20%). If anyone has any suggestions I'm always happy to hear them! Also apparently the game has 880 rooms in it? I never counted them, but that sounds like a lot! There's plenty of scrapped rooms floating around in the levels, so this prolly more around the 700-800 range, still a lot!
Global Smiley Count:
Global Room Count: 880
Global Level Count: 79
Global Smiley Room Count: 84
Global Smiley Level Count: 28
[0] Cosmic Connection
The Block Needs You (CrapH): Sphero: 1
Performance Review (HeckX): Sphero: 1
Marathon! (StarA): Sphero: 1
[1] Ice Cream Island
Home (SnowBase): SpheroCrazy: 2
Warm Lake (SnowD): Sphero: 1
Floating Water (SnowE): Sphero: 2
Failed Venture (SnowF): Sphero: 6
[2] Tall Mountains
Moving Bridges (LevelA): Sphero: 1
Now Hiring (LevelD): SpheroSlow: 3
Balloons! (LevelX): Sphero: 1
[3] Magic Cavern
Seeing Stars (MushE): Sphero: 15
[4.5] Bob's Belly
Tooth Decay (ApartmentI): Sphero: 1
[4] Crap Town
Dead Dirt (ApartmentK): Sphero: 5
Coal Town (ApartmentM): Sphero: 4
Busted Bay (CrapE): Sphero: 5
Tower Entrance (CrapI): Sphero: 1
[5] Horrible Heck
Can You Think? (HeckB): Sphero: 1
Automation (HeckC): Sphero: 3
Authentication Required (HeckG): Sphero: 1
Stairs (HeckJ): Sphero: 1
Corporate Housing (HeckY): Sphero: 2
Resignation (HeckZ): Sphero: 2
[6] New Freedomland
Pay for Walking (FreedomA): Sphero: 4
Automated ATM Machines (FreedomE): Sphero: 3
Billi' Mansion (FreedomZ): Sphero: 3
[7] New New Freedomland
Brutalize (FreedomF): Sphero: 1
Pulverize (LevelI): Sphero: 4
Reform (VoidZ): SpheroSlow: 2, Sphero: 7
And here's the list of levels I think they could be removed from:
The Block Needs You
Marathon!
Moving Bridges
Balloons!
Dead Dirt
Coal Town
Busted Bay
Tooth Decay
Can You Think?
Resignation
Authentication Required
Automated ATM Machines
Anyways, thanks for reading!
-Zachary
Files
Get Garbanzo Quest
Garbanzo Quest
The crazy bullet-heck platformer where your main weapon is your own spit! Bring a friend!
Status | Released |
Author | zagawee |
Genre | Platformer, Action, Adventure |
Tags | 2D, banzo-quest, Funny, garbanzo-quest, Pixel Art, quirky, silly, weird |
Languages | English |
Accessibility | Subtitles, Configurable controls, Interactive tutorial |
More posts
- v1.2.6 Smarter SaveData Migration + More FPS Options1 day ago
- New Demo + v1.2.3: A new way to use badges6 days ago
- v1.2.2: Bug Fixes and small Modding ImprovementsOct 14, 2024
- v1.2.1 Modding Cloud Storage, Bug FixesOct 07, 2024
- v1.2.0 More cool stuff, QOL changes, and Modding/Level Editor improvements!Sep 29, 2024
- v.1.1.1 Bug fixesSep 16, 2024
- v1.1.0 Some cool stuff and lots of bug fixes!Sep 16, 2024
- Garbanzo Quest v1.0 is OUT NOW!!!Sep 04, 2024
- Garbanzo Quest v1.0 is coming out September 4th!Aug 02, 2024
Comments
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yeah you know in all honesty, the chased-by-unkillable-enemies schtick was the mechanic I liked the least - like - I was never very happy to see that show up in a level. I'm much more okay with levels where you have to juggle incapacitation e.g. the fish against progressing through other elements - mister candycane feels fine as an exceptional case, maybe he gets to stay unkillable, but reference something like the Angry Sun in SMB3 - use it sparingly, and once the player makes it through a sequence, give them a break for a bit, maybe don't just throw them right into another chased-by-unkillable-enemy thing.
I actually thought that was something that Celeste kind of messed up too - you'd just barely squeak through a real tough sequence of platforming maneuvers, only to be rewarded with another, probably even harder sequence - I just want a break to have fun platforming for a bit, man! 😅