Reviews from

in the past


Developer with a decent grasp of unreal engine creates a hybrid of all of the joking game ideas he wants to do with a toybox aesthetic. Result: It's a soulless collectathon that has boring jokes just as much as it has outdated references.

There isn't much to talk about the specifics of the game, as a lot of it leads to very easy puzzle solutions that really shouldn't be compared to Portal like the game advertises itself as. You have some sequence breaking in terms of the openish world but a lot of decisions and upgrades are not interesting and just generally hit the bullet points of a first person platformer would consist of.

Everything is phoned in, whether that be the really skyrim-but-somehow-worse combat, the really really lacking soundscape (seriously nothing increases monotony than hearing a fat load of NOTHING as you're doing everything in this game), including the sequence of enemies and events. I was reminded in a respect to Snake Pass, in terms of unreal tech demo, but at the very least Snake Pass had a super interesting movement system you had to master. This however feels.... like nothing but an average timekiller. (5/10)

I was surprised by this! It's good! Real good. I got burned out and need to finish it later, but it's worth checking out if you like puzzle action adventures in the vein of Zelda.

I adored this game at first, when it still had some balance between the exploration-heavy metroidvania elements, some light combat and some light puzzling, but with a heavy focus on exploration. The first half of the game is brimming with creativity and loaded with secrets literally everywhere, making exploration very satisfying. However, the game makes a clear tonal shift about halfway through and the game stops being heavily exploration-focused in order to instead become a Portal-like physics puzzler. In the early game, you enter an area and might find a playable little soccer game, some dudes to talk to, a hidden upgrade, a puzzle or two and lots of coins to platform to, but in the later game, it feels like you walk into an area and see nothing but levers, buttons and other obvious contraptions intended for physics puzzles. Instead of feeling like I get to explore a new area and perform various quirky tasks, it just feels like here we go again with more physics puzzles. It's exhausting if that's not what you're into, and I already spend all day at work figuring out solutions to problems, so I really don't want to do it in my games. I recognize that this is a very good and creative game for people who want puzzles, but for me, it's a disappointment and I want the game it was for the first couple of hours back. I liked that game. I don't like this Portal with stick figures game.

I played this game for 42 minutes and I knew 5 minutes in that this game was made by a redditor, get bent nerd


Super Mario 64 HD Remake (Unreal Engine 4) (DEMO)

Pretty bare-bones, got bored quick.

Way more puzzles than I expected which was a welcome surprise. Post-game exploration feels awesome.

a big surprise, it really does deliver on its promise of Metroid+Portal. it has some really good puzzles, and the acquisition of new powers for puzzle solving lends itself to great pacing. the humor will be hit-or-miss for some people, and when i played it i would have appreciated a map (it has one now!). the combat is also a bit lacking. but beyond those aspects, the game is really well executed!

A 3D metroidvania with a fun cartoony style and a huge amount of engaging exploration. Highly recommend giving Supraland a go.

Cute game with interesting ideas, neat puzzles that don't get too repetitive over time and funny dialogues.
Started playing the game with little to no expectations and got surprised about how fun this game turned out to be.
Can only suggest to give it a shot.

Muito daora. Bem legal os puzzles e tal, só nao terminei porque sei lá. Mas vale mesmo jogar

There's a more to Supraland than meets the eye - on first glance you might get hints of a Steam asset swap special but persevere just a few minutes and you realise you're in for a bit of a treat as you leave your little town and fully enter a literal sandbox filled with puzzles and platforming. You're handed upgrades at a steady pace and the challenge ramps up at a decent rate while you explore a surprisingly intricate and aesthetically pleasing world.

Unfortunately, the last couple of hours were a bit of a slog to get through thanks to an increased level of already pretty tedious combat towards the end of the game. This was amplified a little by something outside of the game's control - illness - and my patience definitely started to wear thin when I reached a massive difficulty spike just before the final boss. I also had a glitch where a very important environmental asset just would not load at all, so had to Macgyver my way around that which was way too mentally taxing for the state I was in.

But it seems harsh to criticise a game for me being unwell - I still had a good time with Supraland overall and would definitely recommend it to anyone looking for a 3D Metroidvania puzzle fix. You just need to be aware that it's a much longer game than it might look on the surface

fun and cute, if you like the shrunken down, army men, toy aesthetic

Pues me ha sorprendido para bien. La historia es una chorrada sin pretensiones pero el concepto del sandbox (literalmente hablando) que tiene es bastante original y tiene mecánicas muy bien pensadas, los puzzles tienen una curva de aprendizaje bastante buena y te va introduciendo nuevas posibilidades y objetos con buen ritmo. Lo más flojo es el sistema de combate que no es muy profundo ni está tan bien pulido como otros aspectos del juego. En general ha sido una experiencia muy agradable y queriéndome poner a jugar en sesiones cortas me iba a varias horas casi sin darme cuenta porque sus puzzles enganchan y no te frustras en ningún momento.

Kind of disappointed, it's more of a tech demo. A boring tech demo at that.

How did this game go unnoticed, I am in shock that this isn’t one of the indie darlings of last year as it’s maybe a top 5 puzzle game of all time. Imagine a puzzle game that has the spirit of metroid and the ingenuity of portal. It’s a first person game with an interconnected world that you explore by gaining new abilities to solve more puzzles that let you access more areas. There is a sword and later there is then a gun which is there for combat that isn’t great; it’s mostly there just to put some obstacles in your path. You play a tiny red toy in a crazy toy world created by a kid in his backyard, this is your game world that comes to life with good Unreal engine graphics with nice popping colors.

It begins with a wooden sword and upgrades for double and triple jumping. Doing portal like puzzles where you hit switches that can launch you and so on. Then the upgrades start to come at an incredible pace and these aren’t just simple additions, there are game altering mechanics that each could be used as the inspiration for one game. But you get a bunch of these items in one game and every single one has multiple uses. I have often talked about the multi tier puzzle, the best puzzles have at least two parts to them. Zelda for instance recently before BOTW was doing a lot of one tier puzzles, do X to solve X, it’s almost a glorified key. Supraland is almost ALL multi tier puzzles, every area has multiple puzzles that make you think carefully about every object in the area and every tool you have.

If you know me you know I love secrets in my game, well a huge chunk of this game is all about secrets. Hidden crevices, optional puzzles and more litter the world each rewarding with a small upgrade to your guns, powers and health. Some upgrades are great like the ones that increase your rate of fire and one that actually lets you access new areas. But for the most part these upgrades tie into the worst part of the game which is the combat. There are about 7 enemy times, all very simple enemies that basically charge at you or shoot at you from a distance. They come out of spawn points that eventually much much later in the game you can destroy, but till then they serve as busy work. In a game where exploration is key getting to an area with the same enemies populating it again and again is annoying especially when combat is basically just you shooting wilding as you strafe around. There are two boss battles but they know that puzzles are the star so they are really puzzle focused rather than combat focused. With a lot of work this aspect could make this game feel almost like a metroid prime but till then it’s just annoying busy work.

Don’t let that stop you from trying this get of a game out. The puzzles truly are genius, giving that great feeling of satisfaction when you solve it. I was in constant awe of all these new mechanics that kept arriving every two hours or so. Just when I thought there is no way they could add more to these puzzles then you get some ball teleporting thing which opens all sorts of new possibilities. That’s when I started to realize EVERYTHING in this world as a purpose. The placement of all objects deliberate, if it looks like it has no use it will later on, it’s brilliantly designed.

I can’t help but feel like if this game was made by Valve or Nintendo it would get GOTY level attention but it seemed to get overlooked sadly. Perhaps this game is asking too much of the player, it is a step up to most puzzles in Zelda or Portal. Clearly it’s rough around the edges with combat but again done by a small team so this is expected. A sequel and DLC is already in the works and I will be very excited to try it out as you all should too. If you love puzzle games, if you like exploration and gaining abilities metroid style than this is for you.

Not bad, not much to it though

Never seen a 3d Metroidvania designed so well. It got a little tedious to explore and find all the chests during the game but that also made the post-game extremely satisfying. Some of the puzzles are pretty clever too

Supraland is a brilliant game that slipped past pretty much everyone. Truly the definition of underrated. It's one of the best puzzle games I've played in a long while and it pretty much nails everything it goes for.

Positives:
- I wasn't expecting this to be such a long game. It took me 11 hours just to beat it at around 50% completion.
- The abilities you unlock are incredibly unique and each of them supplies you with a plethora of potential puzzles to solve.
- While I've already mentioned puzzles twice, I can't express enough how awesome, creative and challenging these puzzles are. It's the main bulk of the game and I would put it up there with portal for the best puzzle games out there.
- The world is great. Being tiny allows for such creative level and world design.
- Secrets are everywhere. You'll think you are breaking the game and yet there is always a chest sitting there. It's actually insane how many secrets there are. Exploration has never been better in a metroidvania.
- The soundtrack as a whole was pretty descent but some tracks just blew me away.
- Writing is hit or miss, however it did make me laugh a couple of times.

Negatives
- This game has awful optimisation. I really appreciate that the devs are still fixing it to this day however it still isn't excusable. My pc isn't powerful but I shouldn't have to set my resolution scaling to 50 just to run close to 30fps.
- The combat isn't great. Luckily there isn't that much of it. Enemies respawn often which is quite annoying.
- I wish that the movement was a little better. Precision platforming is quite finicky.
- It's sometimes a bit unclear on where to go or how to solve a puzzle. For people who don't like metroidvanias, this may not be for you.
- There are a few rough edges. Nothing game breaking but it could be more polished. Really high up areas have wack hitboxes.

The community are also really nice. I had to look up a couple of puzzle's solutions and the comments tried really hard to not completely spoil the puzzle. They just push you in the right direction. Overall, this game is a must buy. I don't know much about the DLC but I'd start off just buying the base game. I got it on offer however it is worth full price.

90

"The aesthetic is bland, the music is generic. The story is simple." If you thought any of these things you're much better suited watching a Marvel film than playing a video game. And that's where this GAME shines. The gameplay is phenomenal.
Nearly a perfect game. If you like the puzzles of Portal, these are even more unique and intelligent. The game will surprise you often.

I can see what the author was going for, and it's very impressive that he managed so much with so little help, but by the end I wasn't enjoying this much.

The combat's really weak, and only really serves to drip out currency and put you off when you're trying to work out what he wants you to do. Puzzles seem to have only one solution of most of the time and by the end it's just 'make things change colour'. Signposting isn't very good, and the lack of a map is annoying given how samey many of the areas look; this led to times where I solved something and just felt stupid and annoyed. It's very easy to miss important powerups like the one that lets you destroy weaker enemy spawn points. My sense of direction isn't amazing so I genuinely had trouble remembering how to go between places. There's no fast travel system but there are unlockable jump pads which have you soar between areas - an impressive bit of scale as you fly right up into the sky, and can see most of the world in one go, but frustrating to actually use as it's not clear where they lead.

But it's still a 3 because I really like the idea and for the first few hours it really was very enjoyable. The lack of a map, poor signposting and the fact that puzzles pretty much all seemed to have just the one solution may have dampened things towards the end, but when it was a bit more linear I was having a lot of fun. Looking at what the dev is saying about how he wants the second game to go, it really could go either way - particularly in regards to what he wants from the map. If what he means is 'you have to mark it all up yourself but we still count what you've picked up' then great - all I wanted was to know what I wasn't able to pick up earlier, and preferably have some idea of how much of an area I'd cleared, but if it's like the one ingame now where it's just an unlabelled picture with some lines on it showing transporter routes then that would just be aggravating.

Oh yeah, there's humour in there too but it really didn't work for me as it's all just 'thing look like thing you know but in game instead'. Catchy end theme though, shame I had no idea what the lyrics were as they were all in German.

Silly fun with great puzzles, but the combat is bloody awful.

It was about 5 hours into this game when I suddenly realized what it was. I had been trying to figure out what the gameplay felt like, but the unique tone of toys-in-a-backyard-sandbox was so distracting (and completely welcome, as a childhood fan of Army Men games) that it took me quite a while to realize this was Metroid Prime with a wooden sword.

I really enjoyed Supraland, but the comparison to Metroid Prime is important. Throughout Samus's journey across Tallon IV, you have to do a fair amount of backtracking. The reason this doesn't drive you absolutely insane is that the game features a great 3D map. Supraland DESPERATELY needed to copy that feature.

Getting lost is a serious problem here, especially if you're needing to remember where you saw something 10 hours ago. To go even further, a map pin system like you'd find in Hollow Knight or Breath of the Wild would be a perfect fit here too. Supraland plays well, has lots to discover, cool upgrades, and challenging platforming and puzzles. But I'd say about 5 of the 30 hours of my 100% playthrough were spent wandering aimlessly, trying to reach an area I'd previously been to, but couldn't remember how to get there again.

The weapon and ability upgrades are probably what Supraland does best. Most of them come as a complete surprise, and while the game can seem overwhelming at first due to the mapless, sprawling nature of the world, later upgrades ensure that just about everyone will be able to 100% this game without a guide if they really wanted to.

Great game! But the lack of an in-game map distracts from everything that it does so well.


Quirky and entertaining, but didn't really hook me. The puzzles can be really clever with interesting items & tools. Art style is pretty cute and surprisingly high quality visuals. But the moment to moment gameplay just doesn't feel great to me. Combat is just not great, enemies just blindly run at you so you have to click rapidly enough. Platforming is pretty sloppy especially considering the first person perspective. And the structure is odd where it's almost zones in a world? There's no loading screens but I can't move freely through the world, at that point I'd almost just prefer there be levels so I can get the satisfaction of beating "just one more level". Glad a lot of other people are getting some enjoyment out of it but it's not for me.

I came into Supraland expecting a simple sandbox platformer with puzzles and got a sandbox platformer with puzzles, quake-like shooting, and a metroidvania structure. It takes from so many genres that it's sometimes hard to nail down exactly what this game is trying to be and not all of these elements mesh the best together. Enemies feel limited and bumbling like those you'd find in a 3D platformer yet you can obliterate them out with a gun? The game is big and open yet your fast travel spots are incredibly limited and you must backtrack to obtain essential upgrades? The fine tuning is just missing in some places and this leaves Supraland feeling more like a collection of ideas that came from other more famous games than its own thing. The only thing that really jumps out is the artstyle and theming which I definitely give props to as its full or charm and the setting of toys living in a literal sandbox isn't something I can say I've seen a whole lot. It tends to fare better looking at the moment-to-moment design as the movement and upgrades are pretty fun and keeps combat encounters fun for at least a little while until you get bored of the recycled selection of enemies. Puzzle designs are also really clever and fully utilize the game's mechanics without feeling completely obtuse. In a way, it's almost fitting that a game about a giant sandbox fits the sandbox theme in that it feels like a bunch of unrelated concepts thrown together. Not necessarily something that offers a tight, cohesive experience, but I had fun all the same.

+ Sehr spaßiges, aber evtl etwas zu langes First Person MetroidVania
+ Humor und Stil sehr cool
- Kämpfe leider komplett unnötig und mehr nervig als alles andere

Das Spiel hatte sehr gut entworfene Werkzeuge und Gadgets, aber die Puzzles waren eher durchwachsen.