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

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