Pseudoregalia

Pseudoregalia

Why doesn't wall jumping work right?
I keep trying to wall kick from one wall to a parallel wall but no matter how I move my camera the jump never ends up on the platform I'm trying to jump to, it always ends up making me fall again somehow and the most only way I've been able to get up to that floating platform is by spamming wall jump at the platform to kick me up the platform which is not how that's supposed to work, and then this one thing where I have to kick off a wall onto a pole, I can't make my character hit the wall in the correct way to get that pole, she always misses somehow despite the pole being right there.
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Showing 1-8 of 8 comments
Lumia Mar 10 @ 8:55pm 
poles are a bit thin and hard to grab, but the rest of what you said doesn't make much sense to me. your camera doesnt effect wall kick its based on where Sybil is facing when she kicks the wall that decides where she gets launched to. also the whole point of the movement in this game is that there is no "supposed to do it this way" or in other words no "right" way to play it. experiment with the movement and you can do some crazy stuff. good luck <3
Talon Mar 10 @ 9:19pm 
A small tip: Swinging your melee weapon (the Dreambreaker) allows you to cancel your wall kick. This can make it easier to get Sybil to grab onto ledges instead of kicking away from them. It's also a nice thing to combo into if you use the kick to extend a horizontal long jump.
The wallkick in this game is just different from how most games do it. Typically games have you time the kick as you touch the wall, but in Pseudoregalia you are using the kick to dash into the wall and automatically bounce off depending on your angle.

In short, kick BEFORE you touch the walls, not when you touch them.
joshraid Mar 11 @ 7:06pm 
Originally posted by (Edgy) Asriel Dreemurr:
The wallkick in this game is just different from how most games do it. Typically games have you time the kick as you touch the wall, but in Pseudoregalia you are using the kick to dash into the wall and automatically bounce off depending on your angle.

In short, kick BEFORE you touch the walls, not when you touch them.

I'll do that. I honestly should have known given how her kick is literally her sticking her leg fully out and forward.
joshraid Mar 11 @ 7:23pm 
Originally posted by (Edgy) Asriel Dreemurr:
The wallkick in this game is just different from how most games do it. Typically games have you time the kick as you touch the wall, but in Pseudoregalia you are using the kick to dash into the wall and automatically bounce off depending on your angle.

In short, kick BEFORE you touch the walls, not when you touch them.

I have a problem, I keep falling anyway. Like I kick off one wall onto the other and then the kick takes me in the wrong direction and then I fall. Also for some reason I can't get the pole, like my character refuses to touch the ceiling pole directly after that parallel wall jump no matter how close I get to it, like it's right there but I keep jumping back to the platform instead of the pole, if I try to scale the wall with wall jump that fails too and then I fall. Do I need to kick even earlier? Like as early as possible? Or is there a trick to keeping the jump consistent?
Lumia Mar 11 @ 8:38pm 
the trick is to angle your kicks and to not use kick if you're going to make it to a ledge or to cancel your kicks with melee attack before you hit the ledge. idk how to help with the pole i dont understand what the issue is there. lets say theoretically that you are standing with a flat wall on your right and you are trying to cross a gap to a platform directly across from you, if you kick the wall while sybil is basically parallel with the wall so it doesnt "look" like you hit the wall, it will give you the most forward momentum. however, if you go for a second kick on that same wall you will be pushed too far out from the first kick and the second kick will give you far less if not no forward momentum and you will instead bounce directly off the wall. you need to play around with the movement mechanics and just get better at it. go to an empty square room with no pitfalls and just practice kicking the wall at different angles to get a feel for how it works.

edit to add that the library has great rooms for practicing wall jumps.
Last edited by Lumia; Mar 11 @ 8:39pm
joshraid Mar 11 @ 11:34pm 
Originally posted by Lumia:
the trick is to angle your kicks and to not use kick if you're going to make it to a ledge or to cancel your kicks with melee attack before you hit the ledge. idk how to help with the pole i dont understand what the issue is there. lets say theoretically that you are standing with a flat wall on your right and you are trying to cross a gap to a platform directly across from you, if you kick the wall while sybil is basically parallel with the wall so it doesnt "look" like you hit the wall, it will give you the most forward momentum. however, if you go for a second kick on that same wall you will be pushed too far out from the first kick and the second kick will give you far less if not no forward momentum and you will instead bounce directly off the wall. you need to play around with the movement mechanics and just get better at it. go to an empty square room with no pitfalls and just practice kicking the wall at different angles to get a feel for how it works.

edit to add that the library has great rooms for practicing wall jumps.

So I am specifically stuck here:

https://www.youtube.com/watch?v=5xtFcY5q4Ss&t=1063s&ab_channel=ZhainGaming

at 17:30 in the video. This room right here.
Last edited by joshraid; Mar 11 @ 11:34pm
That would be a tricky jump for a new player. Another trick you might not know is that you also have a slightly higher jump to start off with that’s hidden.

The game has the Mario 64 flick jump. If you move a direction, then quickly switch to the opposite you’ll get a little skid animation, and if you then jump during the skid Sybil will get a higher jump.

You can also do this without the stick flick. While standing still, hold the slide button to crouch and then jump to do a backflip. If you jump again when landing the flip Sybil will get the higher jump. She jumps higher if you go in the direction you were facing initially.

You might be able to use these jumps before kicking off the wall, to get more height.

Of course you also don’t need to go that way specifically. You can just circle around the other way by going through the big courtyard area.
Last edited by (Edgy) Asriel Dreemurr; Mar 12 @ 1:33am
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