Reviews from

in the past


this game is slept on, so good. puzzles were hard but not so hard you can't figure them out, exploration is amazing, you can tell this was made by someone who plays a lot of games. you see a spot and think "i wonder if something is there"? something will be there. combat is whatever but doesnt matter a ton. great game.

Gameplay : 8/10, très sympa avec pas mal d'idées
Visuels : 8/10, Un surprenamment beau jeu avec de belles couleurs et lumières.
Audio : 6/10 rien de surprenant
Concept : 7/10, Jeu vraiment sympa avec des bonnes énigmes.

It starts out quite promising. Evoking a solid mixture of Metroid Prime and Zelda at the best of times even.

But it really starts to show the cracks in the latter half. Puzzles start to feel a lot more obtuse by introducing mechanics that never had any introduction as a thing that was possible, the level design feels a lot more slap dash with paths that don't even feel legitimate, the combat feels awful all through out, and it has a pacing that feels like you're almost at the end but it just keeps going and going. Simply put, the game is bloated for how otherwise small it would be.

It feels just a bit too over ambitious for how scrappy and janky it is.

But it's not without it's positives for sure. I like the setting a lot (I'm a sucker for rat maps always), and I love what the game is trying to do. It has the sensibilities and charm of a 6th gen game and that hits right where I want it to.

It's ALMOST really good, it just needed a lot more polishing and trimming. At the very least, it has me interested in it's sequels just to see how the devs refine it.

I guess it's alright, but not my type of games

Ein 3D Metroidvania mit starkem Fokus auf Rätsel. Die Welt und die Story sind witzig. Die Kämpfe haben sich nicht wirklich gut angefühlt. Bekannt Fähigkeiten in einem 3D Setting anzuwenden, sind schon eine Herausforderung für sich. Jedoch gab es keinen Zeitpunkt, an dem es sich schwammig angefühlt hat. Die Präzision der Steuerung hat mich sehr überrascht. Ein weiteres Manko neben den Kämpfen ist das Upgrade System. Viele Upgrades sind nur durch Kaufen erhältlich. Dadurch muss man für die Upgrade unweigerlich etwas grinden. Eigentlich mag ich ja Maps, die nicht vorgeben, wo Gegenstände versteckt sind. In dem Spiel hat mir es dennoch gefehlt. Im Gegensatz zu 2D Metroidvanias ist man nicht gezwungen, das Gebiet weiträumig für ein verstecktes Item abzusuchen. Allerdings ist diese Feature eher für Perfektionisten relevant. Für mich war es nach der Story zu Ende. Auch wenn ich in den ersten Stunden überraschend viel Spaß hatte, war ungefähr das letzte Drittel eher nervig als spaßig. Zu viele Gegner, später mehr von den stärkeren Gegnern, Rätsel werden komplexer und undurchschaubarer und einige der Rätsel ähneln sich stark. Alles in allem hatte ich eine gute Zeit mit dem Spiel und werde mir den Nachfolger auch anschauen.


This game was consistently fun the entire way through. It just keeps throwing new mechanics and ideas at you and they're all just so fucking fun. You don't need to do the puzzles the way the devs intended either. I skipped sections several times, most of those times on complete accident. That's the kind of freedom Supraland offers and I loved it. I found the developers sense of humor charming overall although some of the references to other works felt like bargain bin material. The story is also pretty strange with its race war allegories. I've seen a lot of other users criticize the combat but I thought it was really fun. This is just a fun game peeps.

Very interesting game with cool puzzles and scenarios as well as references.

Supraland is not the usual game I'd delve into. Mostly because I usually s u c k at adventure-puzzlers, however, my partner had played and loved it and seeing him do it made me wanna give it a go.

Turns out, it's actually very enjoyable. The main issue I had with it, is there's absolutely no hand holding whatsoever - you're pretty much just thrust into this world (okay, there's some, with arrows saying go here, but how you get there is kinda vague - at least for my small brain).

I do however, enjoy how many upgrades you get that just make the whole thing incredibly fun and easy to traverse / kill enemies. There's also plenty of 'creative' puzzles to solve that as in most puzzle games, have stupidly simple solutions that are in clear view but just never actually come to mind right off the bat.

Also, the Crash DLC is genuinely fun too - removing basically all combat and turning it just into a strict puzzle/platformer was an interesting choice, but one that absolutely paid off.

Pretty fun genre fusion with neat puzzles and progression. Can't say I care for the combat or many of the silly meme references that take place over the story, though I guess they sorta make sense in the context of the game world?

You feel insignificant due to the scale of the world, but not only that, the game feel has the same effect. It's hard to explain how, but it's cryptic in its puzzles and in its environment, and not knowing where you are on a map for example adds to that. Bro's loaded to the brim with all kinds of gadgets. That kid up there looking at me constantly... I must be his favorite, thanks for giving me allat stuff.

You have to wonder though, what's the point of a giant RvB if big child picks a side from the get-go? The presence of story is very limited, so it's up to us to ask those questions and find these answers. A dilemma akin to what leads someone to make a fanfic. The game is somebody's playground, yet can I find fun in it as much as that somebody is?

It's great that you can mash the sword button like an idiot. This kind of thoughtless activity is adequately representative of the lack of thought directed at how to handle the combat. It's coming to me now, the developer added mashing buttons to destroys rocks and planks, then something clicked and he realized he could add some padding with a few simple attack patterns. We already go back and forth enough as is! Kept us busy with the intricate puzzles, he did. They feel really rewarding but idk I'm not the type that likes to spend 30 minutes for every puzzle area like it's my homework, they're cryptic as I said and I could use a few pointers. Pwetty pwease.

Un gran descubrimiento por sorpresa, con puzzles que pueden ser complejos pero manejables, un aspecto visual muy agradable

Got stuck and gave up. I wanna finish it eventually

The first 2/3 of the game were pretty good and felt like it was genuinely my fault for not understanding puzzles. The upgrades added more interesting ways to explore the game and never felt overwhelming.

The last 1/3 of the game however started to feel like they lost what made it charming and became annoying, trying to add too many concepts too quickly or just making parts so obtuse that unless you're already really into puzzle games it was unfun to figure out. I also think that the final "boss" was actually just terrible. Like just gross and so out of place.

I think someone better than me at puzzle games could love this game but I am me, so I don't.

Supraland is the best game I've played in a while. The puzzles, the exploration, even hunting down chests after completing the campaign; it's all just an absolute blast. I could not set this game down once I started it. Check out the demo for a small taste of what this game has to offer; with no walkthroughs, it'll take about an hour to complete. The full game, however? 20 hours to get all achievements and collect every single thing in the game. Supraland is one of few games I believe to be absolutely fantastic. I am pumped to purchase and play both DLCs (coming soon!) and the sequel (already done crowdfunding!) when they release.

Please add achievements for both DLCs too! I can't get enough of this game!

I was surprised at this one! I only really started it because my friend who hated it said I should play it as a joke before the new steam share policies come into effect and we can't steam share anymore. I can see why he stopped, the first impression isn't great. Some lame "It's dangerous to go alone, take this!" gamer type references/humor that aren't great and graphically I don't love how it looks. It didn't end up bothering me as much by the end, although some of the lighting especially in regards to the gems was very overwhelming and hard to look at. Once you start getting upgrades and into the puzzles this game really starts to make sense and is very fun! It's full of pretty interesting and unique mechanics with tons of satisfying and fun puzzles! Exploration is pretty fun, although I felt like some areas were a bit too big and open. The secrets and such felt fun to get to but the rewards are a bit underwhelming. It's obviously helpful in the grand scheme of the game but it's so many little number growths like 5% critical damage chance increase things that in the moment don't feel that great to get to me. I don't super mind because the puzzle/exploration to get there is usually worth it but I just kinda started barely even reading my rewards. Combat was kinda nothing, I don't think the game would have lost anything by dropping it. It almost feels like it was added so the secret rewards would have a purpose but because combat is so uninteresting it also contributes to that feeling I just mentioned where the rewards for secrets and exploration didn't feel all that exciting. The final boss not being combat and just being a big puzzle was a nice surprising, and it was pretty cool!

I don't feel much of an urge to go back and work towards 100% or play the other Supraland games (maybe way down the line or something) but I was pleasantly surprised with this one! Unique and fun puzzle game!

It's not the size of your open world, it's how you use it. Supraland showcases that perfectly with excellent puzzles in one of the best designed Metroidvanias I've seen. Great context clues, secrets around every corner and a creative list of gadgets really test you mind. Once you find one solution that in turn becomes a mechanic for later puzzles. It all really flows together seemlessly.

However, I do wish combat had either been more defined or left out of this adventue completely. I never really enjoyed it and avoiding it is next to impossible. It's a pretty big flaw, but thankfully one that doesn't bring down the adventure too much.

This is a really meaty game. Completionists will have a blast solving everything here and I look forward to checking out other games in this series. I would recommend Supraland to anyone who is interested in a good brain buster.

Very fun game, combat is kind of boring, interesting puzzles make up for it.

Completion: 100% except Crash DLC

I like a lot of the puzzles in this, but the world is just a bit too hard to navigate and there are a few parts where I was stuck not knowing what to do for a while. Also I had to cheese the tower defense because it seemed impossible to do legit. Don't really feel like scouring the world for the 60 odd chests I missed, which is kind of a shame since the puzzles are mostly well designed and fun. I just don't think the exploration aspect was as well done and that's what completing the game would mostly be.

I really loved Supraland. Peaceful exploration, running around collecting upgrades and new equipment, and really unique puzzles that I was able to solve creatively and on my own. I wish there were more games like this, that gave me the same relaxing satisfaction as Supraland. I know there is a sequel to this game, so I'll hapily pick it up when the time comes.

Sandbox puro y duro, va directo al grano y te hace sentir como un verdadero juego del género debería. Combina exitosamente el backtracking con puzzles, y posee un encanto que manifiesta potencial.

Aunque en ocasiones puede ser absurdamente rebuscado, jamás llega al punto de frustración, lo cual es un equilibrio para nada sencillo de alcanzar.

Hay un aditivo curioso en la cantidad de referencias y roturas de la cuarta pared con las que cuenta; hace sonreír a cualquiera.

Um ótimo jogo de puzzle para quem gosta de se aventurar e descobrir segredos, ele também é lotado de referências


Classique personnel
la d.a est excellente

its not super good but for some reason it just kept me hooked until i beat it, it lowkey kinda earned my respect

"First-person puzzle metroidvania" sounds like the sort of thing that there should be a trillion of, so it's pretty wild to me that I can't think of anything that plays quite like Supraland (barring its own followups, I assume). If the game had crashed and burned, and proven the whole idea to be unworkable, that would explain it; instead, it's only made me more convinced that the genre still has plenty of untapped potential left.

The stars of the show IMO are the magnetic belt and connector beam upgrades. They're unique, there are engaging puzzles built around them, and outside of their specific use cases they still do a good job improving your ability to get around. A game having a single powerup that nails this trifecta is a rare and noteworthy thing, and it's doubly impressive that Supraland does it twice. There are also more standard upgrades sprinkled in - double-jump, stomp, gun, the works. Supraland is decently creative with these as well, incorporating puzzle elements that recontextualize them a bit. The color-coding in several puzzles is a good example of the game wringing out extra puzzle potential from its toolkit.

So there's a lot to appreciate about Supraland's design in theory, from far away. Actually playing it, though, doesn't quite live up to all that optimistic analysis. Part of it is the story and writing, which feels like 50% of it was made for people twenty years younger than me and the other 50% was made for people twenty years older. Part of it is the setting, which feels like a half-baked execution of the mini-world aesthetic (which I'm a total sucker for if done right, btw). But most of it is the combat.

On the surface, it seems like there's nothing to complain about here: the weapons feel fine and the puzzle tools usually have neat combat applications. The problem is really in the context that the combat exists within, or rather the lackthereof. There is one dedicated "combat section" in the game that I remember; aside from that, my experience with the game's enemies was me having to put the brakes on exploring or puzzling every twenty seconds to deal with whatever popped out and started harassing me. It is intensely frustrating and puts a damper on the entire game. Not because it's difficult, mind you: each enemy is about as tough and threatening as a mosquito. But hey, so are mosquitos, and I shouldn't have to tell you how aggravating those little bastards are.

I think I remember reading that this was a common complaint and that the followups dialed down the combat significantly. If this is true, it probably represents an improvement, but I do think the system is fundamentally okay and just needs to be integrated with the rest of the game in a more thoughtful way. Certainly it provides a nice excuse to throw a zillion more optional upgrades around the world.

...which leads me into my last note regarding Supraland. I didn't bother going full completionist on this after hitting the credits, but I did look up what was left and was surprised at how many of the upgrades I'd missed sounded decently significant. I didn't miss the stomp, but apparently that is possible. I'm sure some people are going to take that as a negative - "how can the game possibly let me miss actual content so easily?" or some such. I think that's valid, and part of me is a little sad at having missed out on what I did. But mostly I think it's rad for the game to be laid out the way it is; and however bad it feels to miss out on a substantial upgrade, it feels at least as good to open a chest expecting some ho-hum "+2 sword damage" thing only to get something completely unique in its place.

In short: it's okay! If the dev takes the right lessons from it, then Supraworld could end up being something really special. Or Crash and Six Inches Under might have already done that, I dunno. Maybe I'll check them out later.

(okay fine i have one more point: i like the section near the end where they get rid of most of your upgrades but not the connector beam. it's a smart way of giving the beam extra weight and mileage by forcing you to really rely on it in a way you haven't had to before. although they do have to lock you in a sub-area to do it, which is antithetical to the genre and just kind of a bummer)

Surprisingly good. Loved the humor, the puzzles and the movement.