Pseudoregalia is a UE5.1 game developed by Rittz on itch.io. Initially a 3 week gamejam for the metroidvania jam, but then when it won, got carried on for an extra 3 months with help, where it was then released for steam as a full game.
Tools Pseudo used and devs

This is one of my favourite games to look at, there are many techniques used and I really do wish to be good enough to be able to replicate them all myself, but I am nowhere near good enough yet.
Use of dynamic FOV when moving at high speeds


Camera doesn’t move up till character hits the upper bound, this creates a very nice feeling vertical camera (mario sunshine also does this!)

Same in air control as ground control (good feeling of control in both
Shadow that hits the ground is casted straight down from the player to easily show where the player is in air space compared to ground space
Jumping without holding an input direction will stop the player from moving in any direction NO MATTER THE CURRENT PLAYER VELOCITY + its worth note that when holding an input direction, the player will continue to travel at higher and higher speeds depending on current velocity (I have no idea how rittz managed to get this level of control with blueprints its incredible honestly).
^ correction, hitting the ground will set you to the correct walking speed, but jumping at the correct time carries out momentum- it seems like air max vel is way higher but still has powerful air control
UI
Pseudoregalia main menu UI is pretty simple, a couple of text pieces with invisible buttons till mouse hovers over


The hovering system is consistent, even in the other buttons that have brown borders regardless.