
Some Little Adventures
Step into the world of Some Little Adventures, a retro-style platformer that blends exploration and arcade challenge.
Each level is a small non-linear world, filled with objectives and secrets waiting to be uncovered.
Fight monsters, smash pots to find hidden items, collect coins, and chase objectives scattered across branching paths.
To complete a level fully, you don’t need to do everything in one attempt — progress is validated once you reach the exit. That means you can explore at your own pace, tackling different objectives across multiple runs and uncovering new parts of the map step by step.
On top of that, each run produces a score, which can be submitted to online leaderboards (global all-time & monthly). The challenge isn’t just speed — it’s smart routing and efficient execution to maximize score in a nonlinear environment.
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Free Demo: Includes the tutorial and Level 1, with full access to the online leaderboard.
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Full Version: Unlocks 2 additional levels to explore, each packed with objectives and hidden routes.
(Note: the browser version plays like the demo but does not allow online score submission.)
I’m an indie developer working in my spare time, and every comment, bug report, or review really matters to me. If you try the game, please don’t hesitate to leave feedback (good or bad). And if you decide to purchase the full version — thank you so much !
This is just the start — I plan future updates with new levels, features, and quality-of-life improvement.
🕹️Release Trailer :
🌳Forest level Trailer :
🌵Desert level trailer :
🏔️Mountain level trailer :
A heartfelt thank you to all the amazing artists who share their work for free — your generosity makes it possible for indie developers like me to bring new games to life :
Music - François Gérin-Lajoie / HydroGene:
- https://www.youtube.com/@Francois_Gerin-Lajoie
- https://francoisgerinlajoie.com/about
- https://open.spotify.com/intl-fr/artist/0LMAZVEqk9GYrQOfEpUKLL
- https://www.youtube.com/@hydrogene
- https://hydrogene.itch.io
TileSets - Kevin's mom's house :
- https://kevins-moms-house.itch.io
UI - Kenney :
- https://kenney.nl/assets
Backgrounds - Craftpix :
- https://craftpix.net
Visual effects - BDragon1727 / Pixelnauta :
- https://bdragon1727.itch.io
- https://pixelnauta.itch.io
Sound effects - Pixabay :
- https://pixabay.com
Special thanks to this guy who turned my free time into bug-fixing time :
Playtester - Fenris
| Status | Released |
| Platforms | HTML5, Windows |
| Rating | Rated 4.7 out of 5 stars (15 total ratings) |
| Author | MadeByQwerty |
| Genre | Platformer, Adventure |
| Made with | Godot |
| Tags | Arcade, Colorful, Exploration, High Score, Metroidvania, Physics, Pixel Art, Retro, Singleplayer |
| Content | No generative AI was used |
Purchase
In order to download this game you must purchase it at or above the minimum price of 2.00€ EUR. You will get access to the following files:
Download demo
Development log
- 🎁 Full Game FREE for Christmas — Keep It Forever!Dec 18, 2025
- Update 1.0.5 – Hidden Hints & Smoother Jumps🗺️Nov 08, 2025
- 🎉Thank you all !🎉Nov 02, 2025
- 🎃 Full Game FREE Until Nov 6 — Claim It Forever!Oct 29, 2025
- New Trailer Out! Discover Level 3: Mountain🏔️Oct 08, 2025
- New Trailer Out! Discover Level 2: Desert🌵Oct 05, 2025
- New Trailer Out! Discover Level 1: Forest🌳Oct 03, 2025
- Update 1.0.4 – A New Way to Die (and Keep Playing!) ☠️Oct 02, 2025








Comments
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hay i just replayed the and i think you should add some chackpoint becouse the game not having no chackpoit makes it more Annoying then Difficult i will say not a chackpoint in every cornar but in some parts where you know the player gonna die
and its been a long time Since the last update are you working on a new game or a update or just taking a break :)
Thanks for the feedback! I’ll take it into consideration, but it’s true that I want to keep that slightly frustrating aspect, like in games such as Getting Over It (without being quite as punishing, though). That’s why, initially, when you died, the level would fully reset, which I later changed so it wouldn’t end up being too boring in the long run.
And to answer your question: at the moment I’m taking a break. That doesn’t mean there won’t be any other projects or updates in the future, but I’ve had some changes in my personal life and I currently have less time to dedicate to indie game development.
hay i just completed one level and i have just a littile suggestion (i dont konw what you have in your mind about gameloop) that you should add some chack points out some areas that you thaink are hard to complet without diying one to twice and responing all the way to satr is kind of frustrating but do what you want it is just my point of view
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!
good update these small hints are good and important too (a suggestion that you should also add a little bit of Hind for story for your game not like a big one but just for fun) :)
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 !!
All in all really cool and fun, I would add some Coyote frames though (when the game gives the player a small window to jump after going off a ledge)
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
It's a great little game !
I personnaly have loved the first one and this one takes it even further.
I warmly recommend it for all who want to play a quick and challenging retro style game.
Thank you very much, I really appreciate it !!
Don't contribute money to this. It's a crappy asset flip entirely based on
Brackeys' tutorial.
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.
I love to see new developers, and for what this game is its pretty good. although I do think that this should be free. if you keep iterating on this idea I would happily pay $10 for it :D
edit: I played the full version and its way better than I expected. under $5 dollars is absolutely reasonable. with just a bit more polish and some original art, this could be amazing.
I am decent with pixel art I could do some art for you :D
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!
Hay what game engin do you used for this game
like the level desingn
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!
thanks i make game in unity but now for some time i am thinking of switching to godot but i am not sure about it but now after playing your game and knowing that it is make in godot now i think i can switch from unity to godot
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!
Thanks for sharing your knowledge and now I am looking forward to switching from Unity to godot and ya you are right unity is good but it is suitable for big teams and studios and for indie developers it is still a good choice but after there runtime fee and other controversies ,now for some developers it is not very certain and not good for indie developers to develop in it in my thought and godot is a good option for them and after considering all of these I am thinking of completely switching to go dot and also i am looking for your next big project and new update of some little adventures
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!
This is neat, but dying forcing you to restart an entire level is too frustrating. Implementing coyote time would also be nice.
Thanks a lot for the feedback! I’ll look into possibly making some changes in that direction, and extending the coyote time window!
Coyote time is the time after walking off a ledge where you can still jump, that doesn't seem to be happening. In fact, the mechanic where you slip off of a ledge is effectively negative coyote time.
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?
Hi, I just tried the web demo of the game. There were many many jumps that didn't happen even though it feels like I pressed the jump at the right time.
After trying the same jump over five times, each time having to go back to try again due to a long fall, I gave up.
So, yeah, coyote time is something to be tweaked here. Maybe it's better to think about it as a coyote distance instead of time. How many pixels away from the edge would it still consider a jump? Also consider that people playing will have a few milliseconds of input delay by the keyboard or gamepad, plus a few milliseconds to the display.
(I wasn't sure if the failed jumps were due to lack of coyote time, or due to "capsule"-shaped bounding box (as opposed to a plain rectangle).)
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.
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!
Is VR SOON SUPPORTED? THE GAME WAS VERY FUN FOR THE TIME I PLAYED!
Work in progres
This game is an amazing surprise!!! It’s fun, it’s colorful, the 8-bit style music is wonderful!! The game design is great and full of surprises. My only fear is finishing it—because it’s so good, you just don’t want it to end
haha thank you very much ! :D
Really nice game. It was fun to play, love the level design and global design
Thanks a lot ! :D
Nice little game to play in a relaxed mood... Or speedrun and try to take the top spots on the scoreboard ^^
And here is the top scorer !
This is the best game i ever played. It was an absolute banger!!! I wish i could go back in time to re-discover this absolute masterpiece and play it for the first time again
Buy it a second time and it will maybe work XD
I have just as much fun dying in this game as I do in Dark Souls — I recommend it!
Wait until you reach level 3
My speedrun addiction is fullfille
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I wait for a first 100percent speedrun good luck
Nice, can't wait for it to be bought by Microsoft and start selling 30.- skins
I can start selling skins by myself, great idea !
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