fantastic game!! i loved playing though it, the movement is so satisfying! crazy good job for being done in three weeks, i'd love to see what y'all are capable with no time limit!!
when I got the staff and used it the character would just run in a direction and it would stop capturing my cursor and accepting mouse inputs. switched to controller and character would just run in a different direction and I couldn't control movement. dang, wanted to play this one, anyone got a fix or is my personalized copy of pseudoregalia cursed?
very fun! the movement is very satisfying and the various moves build on each other in very satisfying ways, and unlocking them one by one really gives you space to learn each one. the potential to unlock them in different orders also makes the playthrough feel very personal! the wall kick feels almost too powerful at times, notably in the room where you're supposed to get the ground slam you can actually escape with the wall kick instead which lead me to missing the breakable wall and getting stuck for a while... maybe adding a lip around the room could prevent this. overall love the liminal retro vibes <3
Great game! Only question I have is does the wall on the way to the bright soul (climbing the pole like about halfway) eventually open? I think I found everything else and glad I played it.
This turned out amazing for 3 weeks of work! Super impressed by the art, atmosphere, level design, the flow of the movement, and the music/sfx too. I would love to see this get fleshed out into something bigger.
Just finished it, and this is really good! Tight movement, stylish platforming, charming character design, and music/sound design that is spot on with the PS2-esque aesthetic. This was a blast to play, and I wouldn't mind seeing this character again if there are any bigger projects in the works!
I don't know if you're still going to be updating this game, but I would really appreciate an update to add mouse inversion. Alas, i'm a dork who can't play games normally but i really want to play this one!
It's so fun! I love to get lost in the vast worlds and spamming the powers once I get them to reach places faster than before. Plus, Sibyl is so cute and cool, I love her <3
PD: I just finished it, I loved it although there was one (1) time I got lost and HurricaneOf87s playtrough (here in the coments) helped me. Long live Sibyl!! 10/10
I am astounded how incredible this free jam game is its got more going for it than paid games with similar scopes absolutely adore all the other games youve done and excited to see whatever comes next!
Overall, solid mechanics as always. Not satisfied with the wall jump but to be completely fair I've never been satisfied with a wal jump in a 3d game. Can't think of one that wasn't finicky. Otherwise I dig it.
Well, that's fair! It helps if you don't think of it as a wall jump, it's its own thing!
It's really an attack with a lingering hitbox, that just only activates on geometry. It also reflects your characters forward facing direction like a laser off a mirror - trying to hold in the direction you want to jump before it happens is def gonna give you funky results.
Once you get familiar with it it's pretty consistent & expressive, but it can have a bit of a learning curve and we did not do enough to ease you into it i absolutely admit!
A fun little game with good controls, fluid movement mechanics, and appealing character designs. Reminds me of the N64 Castlevania games (which is a good thing).
My only complaint is that some of the areas tend to blend together (which is understandable due to the tight development period) and I really wish there was some sort of in-game map due to how often I got lost (or maybe there is and I just missed it?).
Alas, of all the things that could've been in the game the map is something i have 0 experience in making lol, so it was hard to justify the time to figure it out.
That said, i'd like to put one into future versions. Thanks for the feedback!
While my first playthrough was a sinewave of being more or less lost, I enjoyed gradually putting together a mental map of the castle. The landmarks helped immensely (statue crossroad, inner courtyard, corridor to the throne room). The underbelly seemed deliberately mazelike, so no complaints there. If Sansa Castle were divided into zones with some visual cue, like a different texture on the walls, it could be even easier to keep my bearings.
I found the air kick move but it didn't seem like it was possible to leave the area as I didn't have any other movement abilities. Ultimately I had to reset to the last save point which was disappointing - feels like it's quite easy to end up in the wrong direction.
I had issue leaving that room too, but it was because I was thinking of it as a typical, Mario 64 type walljump instead of taking in its mechanics and seeing it as the wallkick is actually is. As the leg extends out far, you can kick from really far away. Figuring out you should press the button earlier, and also realizing that you can use the attack to get the extra height from the kick while also being able to safely grab a ledge, it becomes a really, really flexible movement too. It definitely does take a bit to get used to, but the difficulty of escaping that room means you have to become acquainted with its mechanics at least a little bit
I spent 15+ minutes kicking off walls, against walls and having the character jerk around as I accidentally hit the wrong wall face with the kick and getting propelled in the wrong direction in that room. The distance felt like there was a single frame or two in order to get it right for the amount of distance required.
Even just some quick texture difference or graphical indication slapped on where they wanted you to kick would have helped me learn the mechanic if you really were supposed to get out of that room in that manner. For me at least if that was how the game was intending to work it wasn't something I was interested in playing.
Hey man, really sorry you had a hard time there! For what its worth, nothing in the game is anything close to frame perfect. But i definitely agree with you that we could've done a WAY better job of teaching the air kick, it's one of my biggest design gripes atm.
I hope you can revisit at least some version of the game! We do plan to update it when able.
Beat it! What a fantastic game. Really well done. The character felt really good to control. Fluid movement and beautiful animations. Thanks so much for making it!
BTW, I was able to get out of bounds by jumping up on the walls in this screenshot. Was able to get on that ledge by getting on top of the door to my left first. Not a huge deal, but just thought I'd mention it.
The cling makes it even easier to get out of bounds. If you wall run toward a 90° concave corner and repeatedly jump while holding shift, you can climb indefinitely.
For my part, I say please leave it in! It's acquired late in the game, and I don't think it breaks any of the challenges it's meant for. Breaking out of the barriers that held me in for most of the game is like a cherry on top of... a delicious sundae of exploration and skill mastery? It also fits with the theme of an unsustainable dream world.
I loved this game, took me about 2 and a half hours to beat an was really fun. I dont know if i solved every puzzle correctly but the movement was tight and really satisfying!
Just beat it! Incredible character control, animations, and platforming! I did get lost for about an hour, but considering the constraints I never felt like I wasn't at least directed somewhere, and the map was just small enough that I could keep track of it in my head.
I'm definitely gonna visit your backlog, and keep an eye on what you have in store next.
← Return to game
Comments
Log in with itch.io to leave a comment.
I haven't beat it yet but this is really friggin cool, look forward to more
very gender, very pog
fantastic game!! i loved playing though it, the movement is so satisfying! crazy good job for being done in three weeks, i'd love to see what y'all are capable with no time limit!!
Super fun little game, the movement options were very cool after unlocking a few of them. Also, thank you for a fast ledge grab animation!
I never did figure out what one of the collectibles did (not the ones that increase your health). Increase your damage?
Also, for the life of me I could not find the other key in the second area. There are 2 locked doors but I could only open one of them.
when I got the staff and used it the character would just run in a direction and it would stop capturing my cursor and accepting mouse inputs. switched to controller and character would just run in a different direction and I couldn't control movement. dang, wanted to play this one, anyone got a fix or is my personalized copy of pseudoregalia cursed?
pls read the description! it will be fixed properly this week, however.
The speedrun's had over 10 minutes shaved off since I last posted. Love it when a community comes together.
very fun! the movement is very satisfying and the various moves build on each other in very satisfying ways, and unlocking them one by one really gives you space to learn each one. the potential to unlock them in different orders also makes the playthrough feel very personal! the wall kick feels almost too powerful at times, notably in the room where you're supposed to get the ground slam you can actually escape with the wall kick instead which lead me to missing the breakable wall and getting stuck for a while... maybe adding a lip around the room could prevent this. overall love the liminal retro vibes <3
When you get the wall kick, the trick is to kick early
Fantastic game! Looks and feels great to control. I would love a sequel or expansion that added more areas, moves, enemies, etc
Great game! Only question I have is does the wall on the way to the bright soul (climbing the pole like about halfway) eventually open? I think I found everything else and glad I played it.
no i was just being a little silly putting the texture there :(
This turned out amazing for 3 weeks of work! Super impressed by the art, atmosphere, level design, the flow of the movement, and the music/sfx too. I would love to see this get fleshed out into something bigger.
I am really impressed that you and your team were able to make this in 3 weeks. The level of quality here is insane for that amount of time!
Just finished it, and this is really good! Tight movement, stylish platforming, charming character design, and music/sound design that is spot on with the PS2-esque aesthetic. This was a blast to play, and I wouldn't mind seeing this character again if there are any bigger projects in the works!
i have already addressed this in the description with a temporary self fix
i am sorry, i'd patch it but my hands are tied until the jam is over
I don't know if you're still going to be updating this game, but I would really appreciate an update to add mouse inversion. Alas, i'm a dork who can't play games normally but i really want to play this one!
yeah there will be an options menu with camera inversion in the future, promise!
Thank you! I'm excited to play it!
Just beat the game, its great! Fantastic job.
this game makes all of my ganglial neurons activate
This is a very inspiring game. Great job!
It's so fun! I love to get lost in the vast worlds and spamming the powers once I get them to reach places faster than before. Plus, Sibyl is so cute and cool, I love her <3
PD: I just finished it, I loved it although there was one (1) time I got lost and HurricaneOf87s playtrough (here in the coments) helped me. Long live Sibyl!! 10/10
this might be one of my favourite games of all time
😳
I am astounded how incredible this free jam game is its got more going for it than paid games with similar scopes absolutely adore all the other games youve done and excited to see whatever comes next!
Overall, solid mechanics as always. Not satisfied with the wall jump but to be completely fair I've never been satisfied with a wal jump in a 3d game. Can't think of one that wasn't finicky. Otherwise I dig it.
Well, that's fair! It helps if you don't think of it as a wall jump, it's its own thing!
It's really an attack with a lingering hitbox, that just only activates on geometry. It also reflects your characters forward facing direction like a laser off a mirror - trying to hold in the direction you want to jump before it happens is def gonna give you funky results.
Once you get familiar with it it's pretty consistent & expressive, but it can have a bit of a learning curve and we did not do enough to ease you into it i absolutely admit!
A fun little game with good controls, fluid movement mechanics, and appealing character designs. Reminds me of the N64 Castlevania games (which is a good thing).
My only complaint is that some of the areas tend to blend together (which is understandable due to the tight development period) and I really wish there was some sort of in-game map due to how often I got lost (or maybe there is and I just missed it?).
In any case, great work!
Alas, of all the things that could've been in the game the map is something i have 0 experience in making lol, so it was hard to justify the time to figure it out.
That said, i'd like to put one into future versions. Thanks for the feedback!
While my first playthrough was a sinewave of being more or less lost, I enjoyed gradually putting together a mental map of the castle. The landmarks helped immensely (statue crossroad, inner courtyard, corridor to the throne room). The underbelly seemed deliberately mazelike, so no complaints there. If Sansa Castle were divided into zones with some visual cue, like a different texture on the walls, it could be even easier to keep my bearings.
This is great!
Here's a run, also good for anyone looking for the 4 golden keys.
WONDERFUL style and gameplay, some oddities (jumping from pole to pole in 3d is a bit hard) but overall very polished and fun!
I found the air kick move but it didn't seem like it was possible to leave the area as I didn't have any other movement abilities. Ultimately I had to reset to the last save point which was disappointing - feels like it's quite easy to end up in the wrong direction.
I had issue leaving that room too, but it was because I was thinking of it as a typical, Mario 64 type walljump instead of taking in its mechanics and seeing it as the wallkick is actually is. As the leg extends out far, you can kick from really far away. Figuring out you should press the button earlier, and also realizing that you can use the attack to get the extra height from the kick while also being able to safely grab a ledge, it becomes a really, really flexible movement too. It definitely does take a bit to get used to, but the difficulty of escaping that room means you have to become acquainted with its mechanics at least a little bit
I spent 15+ minutes kicking off walls, against walls and having the character jerk around as I accidentally hit the wrong wall face with the kick and getting propelled in the wrong direction in that room. The distance felt like there was a single frame or two in order to get it right for the amount of distance required.
Even just some quick texture difference or graphical indication slapped on where they wanted you to kick would have helped me learn the mechanic if you really were supposed to get out of that room in that manner. For me at least if that was how the game was intending to work it wasn't something I was interested in playing.
Hey man, really sorry you had a hard time there! For what its worth, nothing in the game is anything close to frame perfect. But i definitely agree with you that we could've done a WAY better job of teaching the air kick, it's one of my biggest design gripes atm.
I hope you can revisit at least some version of the game! We do plan to update it when able.
I appreciate that it's a gamejam game so there's too much crunch to get everything right, I'll see how it goes!
lilith sent me here
Beat it! What a fantastic game. Really well done. The character felt really good to control. Fluid movement and beautiful animations. Thanks so much for making it!
BTW, I was able to get out of bounds by jumping up on the walls in this screenshot. Was able to get on that ledge by getting on top of the door to my left first. Not a huge deal, but just thought I'd mention it.
The cling makes it even easier to get out of bounds. If you wall run toward a 90° concave corner and repeatedly jump while holding shift, you can climb indefinitely.
For my part, I say please leave it in! It's acquired late in the game, and I don't think it breaks any of the challenges it's meant for. Breaking out of the barriers that held me in for most of the game is like a cherry on top of... a delicious sundae of exploration and skill mastery? It also fits with the theme of an unsustainable dream world.
I loved this game, took me about 2 and a half hours to beat an was really fun. I dont know if i solved every puzzle correctly but the movement was tight and really satisfying!
This is probably the most fun and satisfying platformer I've played in a long time, super inspiring. The game feel and level design go crazy
this game is soo swagging and excellent! perfect length and so good perfecting movement
Just beat it! Incredible character control, animations, and platforming! I did get lost for about an hour, but considering the constraints I never felt like I wasn't at least directed somewhere, and the map was just small enough that I could keep track of it in my head.
I'm definitely gonna visit your backlog, and keep an eye on what you have in store next.
This has an unreal amount of cool tech and chaining of abilities. Very satisfying movement. Thanks for releasing this!
peak platforming and atmosphere!
cool game.
Haven't beaten it yet, but loving this!! The movement and atmosphere are my favorite parts.
this game is amazing!!! immaculate vibes. great main character. outstanding work!
Banger \o/
played for about an hour so far and wow, some of ur best work yet!
-Drizzle