Reviews from

in the past


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

A very "intelligently" designed game, for better and for worse!

It's interesting because at first glance you'd think that the game would be like a sandbox (it literally takes place in one) where you can use the many tools at your disposal to come up with all kinds of solutions to the puzzles, but in actuality pretty much every puzzle has such a tight design that deviating even slightly from the intended solution will result in failure. BUT the solutions themselves are very clever in how they use the mechanics/environments and it's impressive how much mileage the game gets out of relatively simple physics. Almost too clever at times actually- there is 0% chance I would have come up with some of the things the game was expecting me to do without a guide- but I felt very smart whenever I did manage to figure something out for myself!

Was surprised by how nothing the story was though... like I wasn't expecting it to be life changing or anything like that but it somehow managed to fumble the little that was there. Also the humor was VERY dated, like, some of these references were deep cuts. But the game was way more about the mechanics than anything else though, so, whatever! It handled well and that was the important thing.

I really wanted to give it 4 stars. The player is given a wide variety of tools that are both unique and fun to mess around with. The puzzles are quite clever, with many of the best ones teaching players new ways to interact with the environment. These revelations assist players in discovering more secrets when exploring the hub, and it all works together well. Even though the combat is a bit dull and some mechanics are a bit clunky, I was ready to highly recommend the game.

However, as I booted up the game to explore further, my story progress was wiped. My 76% completion rating was reduced to 1%, and I lost all stat increases. The strange part is that I still had all unlockable abilities, including ones in the late game, meaning I could progress out of the intended order. I tried to make sure I hadn't accidentally deleted my own save, or accessed a New Game + mode by mistake, but it seems like my save file was corrupted.

It is fortunate that I had reached the credits before this error occurred, so I was able to enjoy the intended experience. That said, I'm still dejected about losing hours of progress and my shot at a platinum trophy. Even if this error is unlikely, it seems plausible that this can happen to anyone at any point in the game, so I can't rate it any higher than a 6 while this is still possible.

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.


Feels like an xbox one tech demo that has no content

german indie gem
its so fun to play man
humor is perfect
credits music is so fcking PERFECTTTTT

++ Nostalgia
++ Gameplay
++ Art style

This game is hilarious but also tells a surprisingly good story... the world is interesting too and then puzzles are great.