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QuietBenchZen
I welcome feedback on all of my games, please don't be afraid to tell me what you think.
Can follow updates on new games here: https://twitter.com/QuietBenchZen
For business inquiries, please contact QuietBenchZen@gmail.com

Joined on 10/29/20

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QuietBenchZen's News

Posted by QuietBenchZen - July 8th, 2024


I've implemented a round of changes that address many of the feedback notes on the first version and these changes make up version 0.2.0.


The strongest and most common piece of feedback was that the performance was bad to the point of being unplayable on certain computers. I've implemented a round of optimizations as well as quality options which should help. I used a lower-capability laptop to test these performance changes and got the following results:

  • 0.1.0 Baseline - 45 fps
  • 0.2.0 Very High Quality - 50 fps
  • 0.2.0 High Quality - 70 fps
  • 0.2.0 Medium Quality - 75 fps
  • 0.2.0 Low Quality - 82 fps
  • 0.2.0 Very Low Quality - 90 fps

I've set medium as the default quality level but this can be changed in settings. I'm not done optimizing, I can still do a lot better, but I think this should be a good first step that hopefully will take the game out of unplayable performance territory for many users.


The second set of changes were around the player control. I've tightened it up to be less slippery and floaty which hopefully will feel more responsive. In addition, I've replaced the timing parry attack with a simpler attack at the bottom of your feet that always fires on double jump which should be more intuitive to play with.


I also completely reworked the tutorial. The previous tutorial was horizontal rather than vertical which wasn't representative of the main game. It also included some very precise jumps that probably shouldn't have been in the tutorial that now have been replaced by using a main normal level as the tutorial base.


The last round of changes were around enemies. I got feedback that there was a bit too much going on at once and its hard to keep track of things, so I've reduced the enemy count but increased the enemy size. This should also have minor performance benefits. In addition, I've added more warnings to enemies and enemy spawners. Enemy spawners will flash right before an enemy comes out so it doesn't feel like you unfairly got hit by a new enemy out of nowhere. Burrowers and mushrooms also now do a warning before they shoot to make dodging that more fair.


Thanks for all your feedback, my primary concern with this round of changes was addressing as many of the notes raised in feedback as possible. There's still a lot of work left to do, but I'm happy to get this first update out to you folks.


If you want to try out these new changes, the game can be found here.


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Posted by QuietBenchZen - July 5th, 2024


I've got a set of changes I'm going to publish soon as the 0.2.0 update for vine game. This update incorporates a lot of your feedback, so I want to thank you all again for sharing your thoughts.


The biggest note was poor performance, so the first thing I worked on was optimization and quality settings. I'm seeing great improvements in framerate on my test laptop, and if the game is played at the new lower quality settings, framrate is well above 60 on my test laptop where I think it was in the 20s before.


I've also tightened up the character controller, making it less floaty and slippery. Another big change to the player was I replaced the double jump precise timing attack with a simpler attack that always fires at your feet whenever you double jump. I hope this will make it feel like you have more options to navigate through enemies and bosses.


Another common note was that the tutorial was pretty bad, I've reworked the tutorial to be vertical, simpler, and more representative of the main game.


Lastly, I've reduced the enemy count but made enemies bigger. This should help with some notes I got that there was too much going on, there are now fewer enemies overall that are easier to notice and keep track of. In addition, having fewer entities in the game should have performance benefits as well.


I want to thank you all again for all your great notes of feedback, your comments really help motivate me to keep progress flowing and hopefully get this game to a great end point. I'd like to do a few more test playthroughs to make sure I havent introduced any new bugs and a few last bugs to fix, but I'm confident I'll be able to put out the 0.2.0 update some time this weekend.



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Posted by QuietBenchZen - June 15th, 2024


Thanks to everyone who gave my new project a try and left feedback.


From your notes, I'm going to focus on a few things for the next version

  • Performance improvements. Got a lot of reports of serious unplayable lag so I'm gonna make it a priority to get that fixed
  • Tighter controls. A little too floaty, will be tightening up the main controls
  • Unclear Tutorial. Some people were confused by how damage works and said that the tutorial was a bit non representative of the game, that should be an easy fix.
  • More obvious enemies. Some players reported the enemies not being prominent enough and it not being clear what damages you and what doesnt. There are some easy adjustments to make that should improve there.


Thanks again for giving the game a try, I really appreciate it! Link to the game is below if you want to help playtest and provide feedback that will guide what I work on and fix.



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Posted by QuietBenchZen - June 1st, 2024


Hello all, I haven't disappeared these past few months, I've been working on larger-scale project called Vine Game. I've got an early version playable now and I'd really appreciate getting some feedback on it. Check it out here:


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Posted by QuietBenchZen - April 16th, 2023


Going back through and adding a bit of polish to some of my old game jam games. Just updated Haunted Rooms with some additional polish and 2 new levels.

Check it out here: https://www.newgrounds.com/portal/view/785633


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Posted by QuietBenchZen - August 30th, 2021


Had to take a break to work on some other stuff again. But I managed to get a game together for brackeys game jam 2012-2 this past week. Check it out for now on itch here: https://quietbenchzen.itch.io/peaceful-night

I'll be cross-posting it to newgrounds soon.


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Posted by QuietBenchZen - May 12th, 2021


I've uploaded updated versions of two of my old game jam games, Nested Catapults and Pitfall Panic. If you played either of the original versions, I'd be especially interested in your feedback on these updated versions. If you didn't play the old versions, I'd still love for you to check out the games and let me know what you think.


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Posted by QuietBenchZen - May 11th, 2021


Just uploaded a new game jam game I've recently made, a boss rush game with 6 bosses. I'd really appreciate any feedback (even negative!).


Try it out for free here:


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Posted by QuietBenchZen - March 21st, 2021


Wasn't expecting to make another game so soon, but I liked the game jam theme of "Haunted Object" so I made a ghost-themed puzzle game, Haunted Rooms. I think this would be a great candidate to be upgraded to a fuller game in the future, so please check it out and share your feedback


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Posted by QuietBenchZen - March 4th, 2021


After taking a break to work on some other stuff at the beginning of 2021, I'm back to making games with Glow Gunner. Please try it out and let me know what you think. I'm going to continue making games in the near future, I'm currently looking for different types of game jams to try.