You'll have to download it
sleepyfikou
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Lobstersteve (the developer of the engine used for this game) suggested it may be the result of an unrecognized controller. What model of controller are you attempting to play with? I use an xbox controller to play Pocket Platformer games and haven't yet run into any issues.
Also, thank you for the kind words!
EDIT: I was able to test and confirm that unrecognized controllers do result in the game crashing or having otherwise weird behavior. Lobstersteve updated Pocket Platformer to disable unrecognized controllers so they no longer crash, and I've updated Tala's Pocket Adventure to use this version. However, controllers besides the standard Xbox/PS/Switch gamepads are still unsupported, so rather than crash the game, they'll just do nothing.
This means you can now use remapping software to assign the keyboard controls to your controller without the game crashing. I personally recommend AntiMicroX, it's the remapping software I use for everything, and it's free/open source.
Awesome game with simple mechanics and really clever level design. Some of the cycles were really tricky and I sometimes had to pause a moment to really plan my strategy out. There were also some really tough jumps that I loved. This one in particular was diabolical, and it felt so satisfying when I finally nailed the execution.

I cleared in about 45 minutes but I only managed to find two of the secret walls, so I've definitely missed a lot. I'll have to play it again some time and hunt down the rest. Thanks for the game!
Thanks so much for your kind comment! Jumper is definitely a big influence on my level design haha, it was the game that made me love this sub-genre. The leniency in the spikes is something that is part of the tool, and is intentional by the tool's developer. I could have tried to fix it by hacking the code, or by some other tricks (like using other objects instead of the default spikes), but I decided to leave it as it is because I think the leniency is fine for this particular game. Thanks for playing, I'll try to watch your playthrough soon!
Really tough and fun! The lack of checkpoints made it a fun consistency challenge. It took a solid half-hour or so to get a run through to the end, and I think it finished in about a minute and a half, although I didn't get a good look at the timer because the game restarted instantly. I liked the mechanics a lot, especially the way you could jump out of an airdash. Great job, very fun little game.
Wow, this game has come really far since the jam! It took me about 35 minutes to reach what I believe was currently the end of the game, as there was no more level to explore, just a gap into the void. The controls are really smooth now and the levels are well-thought out with solid platforming challenges and neat puzzles. The atmosphere is also great. I really liked the extremely dark boat section where the only illumination comes from the glowing spheres, it reminded me of an amusement park boat ride with a dark atmosphere.
I do have a suggestion, which is that improved controller support would be nice to have. I usually prefer to play 3D platformers on a controller so I can have analog control over my character's movement, and while the basic controls do work, some things are missing bindings, like picking up/throwing objects, so I had to use an outside program to do some remapping in order to play the whole game on controller. Similarly, the boat didn't seem to control properly with an analog stick, so I had to switch to keyboard there.
Sorry for the long comment lol. Keep up the great work, it's coming out really nice so far
The pixel art is so cute! I love all the characters and the writing cracked me up sometimes. Plus the gameplay was great, it was interesting to play with the timing of the wingflaps to get different jump heights/trajectories, especially during the trickier parts with lots of obstacles to avoid. I'll have to play this again some time and see if I can get all the eggs!





