Lost in the movement
Finished: 2026/03/01
Pseudoregalia left me with mixed feelings. On one hand, the game is impressively polished for a single developer, and it succeeds by being intentional with its scope. On the other hand, exploration in this game feels like a chore until most abilities are unlocked.
On the positive side, the game’s focused scope allows for a high level of technical polish. Movement feels amazing once all skills are unlocked and is flexible in what it allows you to achieve. During my six-hour playthrough, I encountered only one bug in total. The game makes good use of its enemies and retro aesthetic to keep the game simple but not simplistic. Knowing this was made by a single developer is impressive given the level of quality.
On the negative side, the game does not signpost very well. After obtaining an ability, I had trouble remembering where to use it, and the times I did, I was immediately blocked by a gap that required a second upgrade. At one point, I had to revisit the entire map before finding the next place I could go. I think the developer’s idea of giving the player freedom to explore was the right one (linear Metroidvanias are pretty boring in my opinion) but the execution felt lackluster as the game lacked the “a-ha” moment of understanding that a previous block was removed by an ability.
I almost dropped the game midway through, but I’m glad I didn’t. The experience becomes much more fun once you have more abilities to play with. It feels like a game that would be better on a second playthrough, but improved signposting would have helped significantly on the first one.
Highlights:
- Game is very polished
- Movement is great and feels very unique
- Map is well connected and has a good diversity in its areas
Lowlights:
- I’m not a fan of the “furry” aesthetics
- Having a global map would be helpful
- Combat feels too disconnected from the platforming
- The game could have better visual cues on levers