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MadeByQwerty

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A member registered Sep 16, 2020 · View creator page →

Creator of

Recent community posts

Thank you for the feedback !
I’ve been thinking about adding some kind of checkpoint system, but I’m not completely sure yet if I’ll include it. Part of the game’s design is meant to keep a bit of difficulty and tension, so I’ll need to see how it fits overall.

In the very first version of the game, dying actually sent you back to the start and completely reset the level ! I already removed that based on earlier feedback, so I’m definitely keeping an eye on the balance!

Thank you so much for your comment, it really means a lot to me to see people following the game’s evolution and taking the time to give feedback. It genuinely motivates me to keep going!

Technically, there is already a bit of lore in the game, but very few (far too few) details are revealed to the player for now, since I’ve mostly been focused on the gameplay first. Still, there are a couple of small hints hidden here and there… and even a little easter egg somewhere (not a text).

Thanks again for your support, I really appreciate it !!

Thank you again for all your help ! You really went above and beyond to help me figure this out, and I genuinely appreciate the time and effort you put into testing everything!

My friend had actually tested after I had re-added the demo, but that’s fine, it’s definitely better to have everything set up cleanly anyway.

To make things as clear as possiblef for anyone who might run into the same issue, the key is simply to mark the game as paid (check the “this is a paid game” box). Once that’s done, a new checkbox appears in the uploaded files section where you can mark one of the files as a free demo. That’s what fully solves the problem.

Thanks again for your patience and all the help, seriously appreciated!

Thank you very much for the info!

I looked around a bit and I think I finally found it! It was obviously something very simple: my game was set to “free with a paid file,” and by switching it to “paid with a free file,” the section dedicated to a demo appeared.
I'm still a bit disappointed that I can't leave it as free, because my vision was closer to having a demo version offering all the features of the full game, but with a paid DLC-like option for the two additional levels. I know this will probably have an impact on the stats. But well, the important thing for now is that people who already claimed it can download it properly.

After the end of the promo, I asked one of my friends who had downloaded the game during that promo to check whether he could still re-download it, and it seemed like he could.
But you're telling me that this is not the case for you? That you claimed the game during the promo, and now that it has ended, if you uninstall the game and try to reinstall it, you no longer have access to the full version?

Could you confirm that you claimed it for free during the promo and that you can now download the full version without any issue? I just switched to the "paid with free file" mode.

Thank you so much for the kind words and the support, it really means a lot to me!

My original plan for the full version was exactly what you’re describing: to expand it over time with new levels, new mechanics, and more polish without increasing the price. For now, the development of major updates is on hold because my professional life has become very busy. (But I still have a few smaller improvements and adjustments in the works that I plan to release)

I also want to try creating some visuals myself. I’m curious to see how far I can push my own art skills, but i'm not sure yet if I’ll be satisfied enough with the results to release them publicly, haha, but it’s something I’d like to attempt.

Thank you as well for offering to help with pixel art, I truly appreciate it. I’ll definitely keep it in mind for future updates or future projects.

Thanks again for the encouragement, comments like yours really keep me motivated!

Thanks a lot that is very interesting ! Is that screenshot before you made the change ?

Thanks for the reply!

I think there was a misunderstanding, I wasn’t reporting a problem with your page. 😅

Quite the opposite: you had done everything correctly, and there was nothing that needed to be changed.

I reached out because your setup was the only one I found where the demo was visible and people could still permanently claim the full game during a free sale. I was trying to understand how you managed to make that work, since on my page itch.io forces a “free tier” when a demo is present, and people end up only claiming that tier instead of the full game.

That’s why I temporarily hid my demo, not because yours had an issue, but because yours seemed to work perfectly and I wanted to learn how.

If you ever figure out what made your setup work, I’d love to know, it could help a lot.

Thanks again for taking the time to reply!

Thank you so much for playing my game and taking the time to give feedback!

Yes, extending the coyote time is the suggestion I hear the most. I’m planning to increase it slightly, but I need to run some tests first to make sure it doesn’t affect certain jumps that were designed around the current timing.

Once the update is ready and published, I’ll make a devlog about it. Thanks again! :D

Hi, sorry to bother you, I’m another dev trying to understand something strange about itch.io.

I’m currently running a free promo on my game, and I want players who claim it during the sale to keep permanent access to the full version afterward.
However, itch.io seems to automatically create a “free tier” if there is a demo on the same page. When that happens, people only claim the free tier, not the full game, so after the promo ends, they lose access to the full build.

Right now, the only workaround I’ve found is:

  • hiding the demo files,

  • switching the project from free to paid (setting the base price to the full version price so that all files are part of the same pricing tier),

  • then applying the free promo over that.

My page (so you can see what I mean):
Some Little Adventures by MadeByQwerty

But I noticed that your page behaves differently:
you have demos visible on the same page, yet claiming the game during the free sale still grants access to the full version permanently. That’s exactly what I’m trying to achieve.

Would you mind sharing how you set up your page?
Did you configure the files or pricing tiers in a particular way (separate download buttons, grouping by OS, etc.)?

Thanks a lot, I really appreciate any insight you can give.

Thanks a lot for checking this and for keeping me updated, I really appreciate the time you're putting into investigating this !

I’ll go take a look at that page myself and see how it’s set up.

I’ll definitely reach out to the dev and ask how they did it.

Thanks again for sharing this, it helps a ton !

Thank you very much, I really appreciate it !!

Thanks a lot for checking and confirming that the full game now shows up correctly.

And yes, good point, I’ll keep an eye on it when the sale ends.

Thanks for bookmarking the page and using it as an example. If it can help other devs understand how free claiming works, that’s awesome.

Really appreciate your help and the heads-up!

Thanks for the feedback and for playing my game!
Adjusting the coyote time is on my improvement list. I just need to be careful with this tweak, because several jumps and level passages were designed around the current timing, and I don’t want to accidentally break the intended difficulty curve. But yes, it's planned.

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Hello,

I'm sorry to hear that you didn't enjoy my game.

You're right : when I started learning Godot, I followed a tutorial that I still consider excellent today, and I highly recommend it. The project I made from that tutorial is still available here if you'd like to try it:

https://madebyqwerty.itch.io/my-first-little-adventure

After that first project, I experimented with several small arcade-style games. Since platformers are one of my favorite genres, and because my friends particularly enjoyed my first game based on the tutorial, I decided to create a sequel. That’s how Some Little Adventures was born.

I don’t yet have the artistic skills to create every texture and sound myself, so, like many indie developers, I used some free assets provided by their creators. All credits are listed in the game and on this itch.io page.

This game took me several months of development, including many days working on the level design to create non-linear levels with a strong focus on exploration.
For that reason, I find it a bit unfair to judge the game as a simple "crappy asset flip." There are many differences compared to the original tutorial, and I encourage you to compare this game with my very first Godot project (mentioned earlier) to see how much has changed.

That said, if you have feedback, suggestions, or things you would have done differently, I would be happy to hear them. I’m always open to discussion and eager to improve.

Thanks for taking the time to try the game.

Thanks a lot ! And yes, i will ! Even if i dont post anything in few month (or even years i dont know), it's a passion for me to create little arcade worlds :D

Thanks for letting me know, and thanks for the kind words!

I’ve just changed the way I’m offering the game during the promo:
I set the base price of the full game to €2.00 and hid the demo version completely.
So right now, every file on the page should be considered part of that €2.00 tier, which should finally fix the issue with empty claims.

Let me know if this work for you.

Hi!
Thank you so much for your support, your donation genuinely made my day !

I’m really sorry about this issue.
To make sure you can access the full game without any problem, here’s a download key:

https://madebyqwerty.itch.io/some-little-adventures/download/L2f7D3W5qEGiBmrqHTq...

When you’ve claimed it, could you please just reply to let me know?
Thanks again! Your support truly motivates me to keep creating.

Thanks so much for taking the time to explain all of this, your message was incredibly helpful. Your explanation made everything clear.

To make sure that people can permanently keep the game when they claim it, I’ve removed the demo from the page for the entire duration of the free promo. The demo will be back once the promo is over.

Just to confirm: if the full game is the only file available during the promo, that should solve the problem and make it permanently claimable, right?

Thanks again, I really appreciate your help.

Thanks for the info, I didn’t know itch worked like that.
I really want people who claim the game during the free period to actually keep it.

Do you know if there’s a way to avoid this?
Like a trick or setting to make the full game stay downloadable after the sale?

Thanks again for the warning!

Built-in, because you can drag and drop your nodes into it to reference them — and that’s pretty cool.

Thank you so much for your message!

I have some free quality-of-life updates planned for Some Little Adventures, and I also hope to add new levels in the future (available only in the full version, starting at €2).

Aside from that, I don’t plan to start a new project right away — though I’m sure it’ll happen at some point.
In the meantime, if you’re interested in my work, feel free to check out my other projects — almost all made with Godot — on my itch.io page:
https://madebyqwerty.itch.io/

You’ll find my very arcade-inspired universe there, with concepts like a chill, lo-fi brick breaker with satisfying physics, or a game where pressing a single button literally makes you lose — an experiment in storytelling through extremely minimalist game design.
Thank you again for your enthusiasm, it really means a lot to me!

With pleasure. After working on a VR project for six months using Unity (unfortunately, it was a private project, so it isn’t publicly available), I can say that both tools are really great. Unity is better suited for large-scale projects because it offers many more features and tools.

However, for making indie games in my free time, I clearly prefer Godot — it’s much more enjoyable to use, especially thanks to its node system.

If you’ve never tried it, I recommend this video, which gives you very solid foundations through a small platformer project:


It’s by following that tutorial about a year ago that I made my first Godot game, available here:
A little Adventure by MadeByQwerty

And as you might have noticed, Some Little Adventure is a spiritual successor to that, since I really enjoyed developing a platformer game!

Thank you so much, I’m really glad you like it! :D

I made this game with the Godot Engine, just like most of my other creations here on itch.
If you don’t know it, it’s a free and open-source alternative to Unity or Unreal — perfect for indie developers!

Yes, there actually is a coyote time, just a very small one. Changing it now would directly alter the dynamics of many jumps, and a good part of the maps would no longer have their intended flow. I chose to keep it this way in order to create a technical and precise gameplay to master when it comes to jumping, while still providing alternative paths so that less experienced players don’t get stuck in their progression.

Thanks a lot for your feedback, I’ve added it to my list of notes, but for now I don’t plan to change this in the next update.

By the way, what do you think of the new death handling in the game? Does it feel like it addresses the initial frustration for you?

I just released an update changing the death mechanic! A full patch note is up now—feel free to check it out and let me know what you think!

Thanks a lot for the feedback! I’ll look into possibly making some changes in that direction, and extending the coyote time window!

Work in progres

haha thank you very much ! :D

Thanks a lot ! :D

And here is the top scorer !

Buy it a second time and it will maybe work XD

Wait until you reach level 3

I wait for a first 100percent speedrun good luck

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I can start selling skins by myself, great idea !

Nice ! I will try to build something with that !

Thx a lot !

That's an impressive first game for mixed reality! I'm particularly interested in incorporating hand tracking and real-world camera integration into my own project. Could you share which engine and SDK you used for your game? Additionally, were the hand tracking and real camera features already implemented in the SDK you chose?

Well done !

Thx a lot !! :D

Finally, someone who experienced it without pressing the button.

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Well, if you say so, I guess people have to do it.

But it's just a button...

Thanks a lot for playing my game on your channel !!