Reviews from

in the past


Very very good, and just short of being totally great. The level design, progression and movement are all truly masterful. I personally felt the exact right amount of "lost" while exploring this castle. It's not SO big that it's ever a pain to get around so even if you don't really know where to go you can always just poke around and that's usually really fun. The levels are set up perfectly and the movement rewards creativity and mastery, while generally being pretty easy to get the hang of. I personally struggled a little with the wall run and wall jumps feeling a little inconsistent, that may just be me. My favorite thing is that there are many times when it seems like the next step to make progress requires some weird movement combo that feels like sequence breaking. You'll see a place and be like "actually I bet I can get there" and it turns out not only can you get there but that's where you are supposed to be anyway. Very satisfying.

The single biggest issue for me personally is that the atmosphere and environmental storytelling are unfortunately lacking. You don't really get any sense of this being an interesting place. The enemy design is uninspired and does not contribute to the world building. I don't mind how empty it feels, but what's going on here? The story is very unsatisfying, even if the atmosphere and aesthetic are usually pretty strong. I wish it felt weirder. I want to feel the decadence of the castle, and then really marvel at the discovery of the underbelly. New areas never felt like thrilling discoveries. I also don't think the game should've ended on a boss fight. The combat is fine, but it is not the game's strong suit and that's ok. It makes sense for there to be a final combat challenge (and I don't mind the final boss, it's pretty easy, but still relatively fun), I just think there should have been one final platforming challenge to conclude the game. Something more along the lines of Hollow Knight's white palace. The platforming is what makes the game special, that's what the final challenge should be.

Look, for the price you truly can't beat it. This is a hell of a game, that with a tiny bit more creativity in some of the storytelling and world building genuinely could have made a case for being one of my favorite games ever.

crazy fun platformer/metroidvania about a princess in a tower. a plethora of movement options to choose from that makes the game ridiculously fun to travel once you unlock everything, ontop of this the game basically begs you to sequence break. i dont think i did a single thing properly and i still had a ton of fun. they recently added a map update so i cant imagine how the game was before that,. loved it

Gráfico de PS1 e jogabilidade mt foda

Me senti um pouco perdido nos últimos minutos e perdi um pouco o interesse

pseudoregalia has some of the most unique 3D platforming i've seen. like so unique it's almost frustrating to use. once you figure it out the movement feels amazing tho. strangely scratched my hollow knight itch...

The movement is excellent but now I know there exists such a thing as a metroidvania that's way too open.


very well done metroidvania. i love the art and feel, and the exploration is solid too. my main issue is that it can feel repetitive and aimless at times, and i also would've liked some more boss fights. otherwise though, really good

I desperately wish the platforming moveset avaliable in this game was used in a larger, more complete game. As it is, Pseudoregalia feels mostly like a sandbox to mess around with the amazing movement, almost like Peach's castle from mario 64 was turned into a full game.

Muito bom, a movimentação é espetacular mas tenho alguns problemas que não me deixaram gostar MAIS do jogo. Começando pelo protagonista que... né? Um furry bundudo é dificil de explicar pros outros ou recomendar pros outros, é meio desnecessário tlg kkkkk. Mas principalmente o fato dos mapas serem muito iguais, tudo cinza com textura de ps1, que é bonito mas te faz se perder muito.

Some of the best platforming I've played in years. Movement is very fluid and free which allows you to make your own path through the world you're put in.

Excellent movement, but the bosses are just unnecessary. Would like a bit more story or lore maybe.

Un indie corto pero que explora muy increiblemente sistema de movimiento con una ambientacion genial, lo unico que los enemigos casi son puro relleno y solo hay dos jefes se podria decir, creo que el sistema de combate es el unico fallo notorio, porque por el movimiento y mapeado, esta genial.

Neat little game with great movement. Sadly it doesn't quite hit it its stride till the end. Probably would be better if it just focused on the platforming, but what is here is quite good

Pure distilled metroidvania goodness. All killer no filler. Some of the most satisfying 3D platforming I've ever experienced. One of the very few games I wish was longer

Retro low-poly sensibilities ooze from the seams of Pseudoregalia as you fly across the dungeon's dreamy landscape. A certain nostalgia permeates the entire bite-sized playtime, calling back to the cozy and creative weirdness of N64 era platformers in the vein of Glover.

Pseudoregalia is the epitome of mechanics first; story is a vague suggestion here. Movement is fluid, all about freedom of expression, and consistently feels better as you grab more upgrades. The level design also heavily encourages intentional sequence breaking, while always letting you feel clever for enacting it. Combat isn't a nuisance, but it's just a visual flourish at best; it really has no reason to exist here outside of a single upgrade to gain more air and the two bosses (tutorial + endgame) the game throws at you.

Lengthwise, it never overstays its welcome, but there does come a point where traversing feels a little too time consuming to backtrack for any missed power-ups, even with the full toolkit and speed that comes with. I played with the map update, and could imagine the frustration if I hadn't, as it's a difficult game to mentally map out. For $5, it's absolutely worth your time, as the fluidity of the movement mechanics, aesthetic, and overall gamefeel are really satisfying, and it knows when to take a bow. Will be following the dev, as they clearly have a great grasp on good game design that can only improve.

A retro inspired 3D platformer/metroidvania with all the shortcomings of the N64 era. A great idea ruined by making it complicated instead of embracing simplicity.

I will start by saying, I played this AFTER the map update. So don't tell me there is a map. This game was really disappointing tbh. I saw so many people express how tight the controls were and how fun it was. I did not have that experience. I found it to be an intensely frustrating game.

First off. The character is cool looking. Here animations are nice. The music is really good. Full of bangers. Areas are varied and have good theming. The story is a nothing burger. But that's fine. You can also unlock different costumes which is cool.

Let's get to the crux of the problem though. The controls. This game is intensely frustrating because it simply does not do it's main objective of platforming well. There are a few moves that are super unreliable. They are not consistent. They are jank. And anyone who says, "they just take time to get used to," is not being truthful. You can like the game, but you can also call it out for being jank.

Each move, has its intricacies. For example, you slide jump gets you more height on walls. There is a turn flip that the game never tells you about as far as I know. Each move you get not only increases your basic movement, but also increases your advanced movement sets. That's all and good until the game decides you need to be a master platformer. Then you get to fight with the controls.

The biggest offender of this the wall jump. Not only does your angle matter, but also your distance from the wall. It is extremely jank and frustrating. You will constantly fight it. You will fail to grab edges because of it. It's infuriating.

The second worst offender is the wall run. It simply sometimes activates late or not at all. Although, I will say, you can break the game with. In corners you can spam the wall kicks and then spam wall run to gain crazy height. But only in corners. Now, why is the wall run so jank? It's because instead of you simply, holding the button and wall running, you also have to hold a direction. I know that doesn't sound that bad, but in a game like Prince of Persia 2008, you literally just hold the button and it knows to automatically wall run the direction you are facing.

The intricacies are great but at the same time get in the way of the basic platforming. It causes what should be an easy move to then be frustrating to grasp.

Level design ranges from fun to frustrating to nonsensical. Sometimes it feels like the rooms are just randomly cobbled together. Sometimes in ways to simply annoy. Like, let's put a large block on a smaller block. So when you jump up you hit your head. But it's a very simple jump. You just got to step back a bit. There is no need for that kinda thing.

Then there are rooms where you simply have no idea there is anything there unless you look at the mostly useless map. Like another door is hidden or officiated in infuriating ways.

Color palettes can make things extremely hard to see. Like I understand you are going for N64/PS1 textures. But I feel like they are better than what this game has to offer. Sometimes you legit cannot see your next jump because everything looks the same. Sometimes you next jump is high enough that the only way for you to know is exploratory jump and hope. The camera does not help. This would be solved by making the top texture having an outline. Ledges should be clear to see. But in this game they are not.

Darkness can be a very cool tool when used properly. Or it can make traversal extremely tedious and annoying. This game does the latter. With the color palette problem and the darkness, it is legit impossible to see things. There needs to either be more lighting in those darker areas or a different color palette. Not everything needs to be the same texture. But what adds insult to injury is your weapon glows. If you throw it, it glows more. Eventually you get an ability that makes it passively glow more, but it barely makes a difference. Also there is no brightness slider in the game. It's is beyond me why you would not add such a basic feature.

Now, let's talk about the map. This game has one of the single worst maps in a metroidvania game I have played. First off it was only put in the game, AFTER people complained enough about being lost. I do not understand why the launched a metroidvania without a map. Two, it lacks verticality. It's not a huge deal, but can make finding doors hard. Thirdly, there are no symbols on the map. It's insane to not put the player's position on the map. The entire room you are in glows green but you have no idea where you are in the room. It's the single worst design in this game. Adding a map was great, but it's not helpful without knowing where you are in the room. You just get lost so easily.

Combat is an afterthought. It's pretty basic and does what it needs to do. I do not understand why your range attack can also drain your magic. The same thing you use for healing. Especially when you can still do it without magic. I just find that to be a dumb choice. Like I get it is for a stronger attack. But it just is unnecessary.

Your vertical movement is very limited. Especially with no corners to exploit. As I talked about earlier, the wall jump is super unreliable and inconsistent. You can use it to gain height but it's incredibly jank. There is one reliable way to get vertical movement. This game was in need for a double jump or a Mario 64 consecutive jump mechanic. As I said earlier, there are many intricacies/advanced movement options. Yes they make help with height gain but yet again, are not easy to pull off.

The camera is a contant annoyance. Especially with wall running. I understand you wanted to make this authentic to the time, but you can leave some stuff in the past where they belong.

The game does not signpost itself well at all. It took me like 7 hours until I found my main objective. I was just exploring aimlessly exploring looking for powerups until then. It gives no direction. Thus cause you to be lost. You get a small hint once you find your main objective as to where to go next. Like I understand exploring and being lost is part of a metroidvania, but this is going too far. Like this felt as if you are playing the original Metroid. A game that understandably has no map due to the hardware at the time. But I would still say it has more signposting and a sense of direction than this game did.

The final boss is fun. It's very easy. I really enjoyed it. I'm glad the dev realized that combat is not the game's strong suit and just made it a fun fight. You can tank through it.

I kind of enjoyed this game. It really did disappoint me though. I wish the dev just made a normal wall jump. A normal wall run. There was no reason to make things as complicated as they are. I know a lot of people may say, "I got the hang of the advanced movement just fine." That's great. But it really hurts the experience. It takes simplicity and makes it way too complicated. It falls into the same traps the games from the actual era have that it is inspired by. It does not do enough to mitigate those problems. It's fine to be inspired but this is inspired to a fault.

I know I'm being hard on a game made by what I believe is a singular person. A passion project and game jam. I'm doing this to hopefully help them craft a better game next time. If you ever read this, I hope you understand that I'm not trying to be mean. I just feel like criticism is a good thing. You should be proud of what you made. Especially if it is your first game. It's not a bad game, just a flawed one.

This is a game I really wanted to like more than I did. But I ended up being more frustrated and annoyed than having fun.

The best thing to come out of Furries without a doubt.

Pseudoregalia se embriaga em nostalgias que causam um afago carinhoso em meio a uma industria tão brutal.

Remete em você lembranças que não necessariamente existem, mas que estão latentes em nosso inconsciente, não apenas pelo seus gráficos retrô, pelo seu level design de plataforma em um mundo semi aberto ou até mesmo pela sua narrativa simples e cativante, Pseudoregalia apenas existe e sempre existiu em sua mente.

Sua movimentação é precisa, rápida, responsível e muito satisfatória, seu mundo interconectado é extremamente bem construindo onde durante maior parte do game vai fazer você balbuciar "nossa, então todo esse caminho dava aqui ?", seus cenários e npcs contam uma história de um grande reino e seus design de som é fantástico, onde cada ação que a protagonista faz tem um feedback acalentador.

Pseudoregalia não é perfeito, existem sim alguns problemas na falta de desafios (principalmente quanto ao combate) e por diversas vezes você estará completamente perdido sem fazer ideia de para onde seguir para prosseguir, no entanto nada disso tira o mérito de Pseudoregalia ser fascinante.

Uma curta experiência que vai me marcar pra sempre, criando e redescobrindo memórias longínquas de uma época onde tudo era mais fácil.

Obrigado, Pseudoregalia.

when i close my eyes in bed now all i see is stringing together moves in pseudoregalia

This game's atmosphere combined with the stupidly fun moveset just hits it right on the spot for me.

really fresh take on a 3d platformer character controller, the wall kicks in particular are nasty stuff (positive connotation).

adding a map was the right choice in the long run i think - even if i didn't need a map so much as a guide to remind me to go back to a certain place i hadn't considered after several loops of the game world.

you shoulda seen some of the tricks i pulled to get where i wasn't supposed to be yet. i did everything except for one of the switches for the theater key without getting a certain extremely useful powerup

dope movement. wish it was a little longer but paced really well otherwise

Jumping real good
Hitting stuff real pointless

This game was fascinating. The strongest part was the platforming. Sybil feels great to control and mastering each of her abilities was really fun. The level design is excellent, encouraging you to use your movement abilities in unconventional ways to access new areas. I love trying to get to areas I "shouldn't" go in 3D platformers, and the level design rewards you for seeking out those places.

The artwork is great, I love the early 3D art design. Paired with the somber music and cryptic and sparse storytelling, this makes for an extremely haunting experience in the best possible way. It's a pretty lonely journey, but it's nice. The ending was really touching, and realizing what Sybil's goal is was kind of bittersweet. As a side note, some of the areas (Underbelly in particular) reminded me of Pac Man World 3, which was one of my favorite games as a kid.

About 25% of my playtime was the same stretch that I was stuck on before I realized you could backflip out of the long jump, and I did a ton of needless backtracking before I realized this. I wish they were more clear about that and made you figure it out in the tutorial area for that ability. I'm glad I played after the map update though, I don't think I would've finished without it. At first I wished the map was more detailed, but now I don't really think so. It gives you enough to go on, and the areas are interconnected enough that it's not too hard to do a quick comb and see what you missed. I do wish you could view the map for every area at once, not just the one you're in.

Overall this is a really fun and compelling experience, definitely recommend checking it out especially for the price.

primeiro metroidvania 3d que eu joguei, e foi uma experiência bastante agradável, fico feliz que focaram muito mais na movimentação do que no combate


Really kickass movement and nice music, the former of which is what convinced me to pick up the game. It was fun for a while, but unfortunately, it quickly became a game of "scour the entire map over and over again for the one tiny thing you missed". Exploration also stopped being enjoyable in dark areas, because the game doesn't have a ton of distinguishing textures to help inform the space around you. So, it's abandoned until further notice. I'd love to see this movement system in a game with sharper 3D graphics and s'more QoL. It'll only cost you a few bucks, though, so I'd say it's worth a pickup if you're a fan of parkour games.

Great game. Has some of the best movement and atmosphere I've experienced in a game. The controls are sooooo smooth. Definitely loved my time with this one, but at the same time, it doesn't overstay its welcome.

Its like Mario 64 for furrys and you get lost

Pseudoregalia is an indie Metroidvania with one of the best movement mechanics i have ever seen. This games also shines on it's level design, with each area being crafted in a way that the player has to be creative with the moves que learns along the way.
Overall it's a great game although i wish the combat had more to offer.