TLDR: Well designed 3D-metroidvania with good puzzles and nice exploration that is a bit unpolished and not exactly visually appealing.
I've been yearning for 3D metroidvanias for so many years now. It's one of my favourite genres, if not my absolute favourite - I simply love exploration in video games. Sadly, after the Metroid Prime series came out, only a few developers have taken a crack at bringing this genre into the third dimension. I can't even name many real 3D metroidvanias from the top of my head. I haven't played them yet, but the Batman Arkham games and Star Wars Jedi: Fallen Order are supposed to scratch that itch. Yes, yes, I'm complaining about the lack of 3D metroidvanias but haven't played these two - I'll get to it. It could be argued that Dark Souls 1 is somewhat of a 3D metroidvania, but it doesn't have ability gating. Still, it scratched my exploration itch in a similar fashion as metroidvanias.
So when I first discovered Supraland, an actual 3D metroidvania I was obviously instantly intrigued. But the game just looked sooo damn ugly. I tried the demo and didn't even finish it. It felt amateurish and childish, and not in a good way. Worst offender was the HUD, which would feel right at home in some asset flip shovelware on steam. Now, a couple months later, I got it on sale anyway, because I thought the game just had to do something right, with its overwhelmingly positive steam reviews. And I'm glad that I did. The visuals, which (I think) mostly consist of assets from the UE Marketplace, didn't grow on me, especially the NPCs. Neither did the super basic and badly mixed licensed music and sound effects. Seriously, it's impossible to strike a balance in the audio settings of the game, those little volcanos are just stupid loud. The worst part is this one area that has a music track that always cuts off abruptly in the middle of the song, it's kind of hilarious though. Still quite annoying. There are also a bunch of lame pop culture references. But all that didn't matter too much after some time to me. Turns out, the game was made by one person, german guy David Münnich of notpron.com fame. I can accept unoriginal assets and music in that case, I guess. Actually, I ended up finding this world pretty charming after all.
Supraland ends up making up for most of these shortcomings with just plain good game design. In classic metroidvania fashion, you start off with a very basic moveset. Really basic, mind you. But in the first hours of the game, new abilities come fast. You'll be triple jumping within the first hour. Too bad the jumping feels like shit, with a height of what feels like 20 centimeters. The additional jumps don't add much to height, but to flexibility and to how far you can jump. There are a couple of cool abilities you don't see every day. Plus, there are a bunch of abilities you would have from the start in other games, like a map, that you have to find in Supraland. And i love that, it makes finding chests much more thrilling. And there are a lot of chests to find in this game. 172, to be exact. Of course not all of those contain all new abilities, but mostly upgrades to those, and rarely a bunch of coins. Additionally, there are upgrades and abilities you can only buy from a store. All of that makes it highly motivating to go out there and explore the hell out of this little world. And this world is pretty contorted and full of interesting nooks and crannies. It's one of the more linear metroidvanias - think Ori, and not Hollow Knight - and that's okay. Exploration doesn't seem to suffer from it, since every place is just chock full of very diverse puzzles to solve in addition to a truckload of chests. And these puzzles are pretty good! They are smoothly integrated into this world and take many forms, from pushing buttons to mixing potions, often with multiple (some unintended) solutions. Some puzzles overlap, which reduces this feeling that you're always just overcoming one obstacle before the next - it feels more immersive. There was this one rather large area (actually the one with the abruptly cut music) that has multiple puzzles you've got to solve. While you're doing them you can lose track of where a puzzle starts and another begins, and how all pieces fit together. It was pretty challenging, I spent like hour there (maybe I'm dumb tho) but it mysteriously didn't frustrate me! And I get frustrated quickly. Comin up with puzzle solutions in this game feels great. They often require out of the box thinking, and only sometimes get too obscure. The developer, David Münnich actually wrote a pretty interesting post about his puzzle design philosophy. There's also combat in this game, which is okay. Actually it's more engaging than it seems at first. It's not exactly hard, but enemies hit hard, so you'll have to be quick on your feet and should best be pulling off your AOE combo to not get overwhelmed. Enemies are incredibly generic though (and LOUD AF) thanks to their asset store origin, and they also appear way too frequently, getting in the way of puzzle solving sometimes.
As you gain abilities, and you're getting more flexible in your moveset, you might get the urge to scour this world inside out, and the game rewards it. It happened quite a few times that I was trying to get to somewhere to what felt to me like out-of-bounds areas, only to be greeted by coins and chests there. Supraland is one of those few games that got me sucked into it so much so i had to 100% the game, which strongly speaks to game's quality. Thankfully, in the post-game you'll get abilities that make this victory lap much more managable and fun.
I can definitely recommend this game to anyone who might be interested in a 3D metroidvania with a dash of zelda and portal. There's a bunch of influences here coming together beautifully. You'll just have to stomach the sluggish movement at the beginning of the game and the generic visuals. You'll get used to the latter and significant upgrades to the former. Coincidentally, there's a sequel coming out in a couple of days, Supraland - Six Inches Under. Supposedly, it's going to have original music, less enemy encounters and the harder puzzles are going to be optional. And I'm confident it will also be more polished. There's a successful kickstarter campaign behind it (the one for the first game failed) and additional people working on it. Although I'm a bit concerned because of the fact that the game will mostly play out underground, since part of the fun in the first game came from getting out-of-bounds (but not really), especially in the post game. It might be a hassle to 100% the sequel, and it could feel claustrophobic compared to the first game. I'm surely gonna check it out anyway.