Supraland - DavidM
PCGamer interviewed me about the design philosophies that went into Supraland and what I have planned for Supraland 2:

https://www.pcgamer.com/uk/how-first-person-metroidvania-supraland-became-a-hit-and-whats-in-store-for-the-sequel/

There will be a crowdfunding campaign coming for Supraland 2 probably at the end of June.
Supraland

It’s 2 pm in Germany, and David Münnich is ready for bed. His sleeping patterns have been "screwed up" for the past two decades, he tells me, and his working habits are equally erratic: sometimes he’ll work 20 hours straight, sometimes he’ll do nothing for a week and feel guilty about it. Currently he likes to work at night, when his kids are in bed and distractions are minimal, which is why he’s planning to sleep after our phone call in the middle of the afternoon.

I have no clue why everyone thinks their Metroidvania needs to be a sidescroller. Opening those 2D games up to 3D just makes it easier to create more interesting exploration.

David M nnich

It’s an unconventional approach to indie development, but then his latest project, Supraland, is an unconventional game—part puzzler, part point-and-click, part first-person shooter, all set in a Metroidvania version of a child’s sandbox. Münnich says he had zero expectations before last month’s release because "nobody cared about it" during Early Access. "I would’ve been happy if I got 2,000 people to buy it," he says. Now, it’s approaching 50,000 sales, and 96% of its 1,100 Steam reviews are positive.

It’s not hard to see why: Supraland is delightful. You play as a toy exploring a series of themed areas, each full of wonderful ideas. I watered seeds to make flowers grow, then arranged them to please a companion. I triple-jumped huge gaps, blasted skeletons, and summoned purple cubes to activate pressure plates. In my favourite puzzle, I dyed a wooden circle yellow and held it over another toy’s head so it looked like a halo, letting them charm their way into a chapel.

I did all this in the first few hours, and I know Supraland only gets wilder later on. It feels like an instant indie classic made by a large team—but Münnich made it alone in just 16 months. How did he pull it off? Where did he get the inspiration for a first-person Metroidvania? And is he working on a sequel? (Spoiler: yes, and it sounds exciting).

Münnich’s initial idea was as vague as they come: he wanted to make a first-person adventure game. "I'm fascinated by the ability to freely look around in first-person, find things, handle objects," he says. "In first-person, it’s me in that world instead of me controlling some dude in third person... they’re the only games that really immerse me." 

To hone his plans, he played his favourite games and made a long list of everything he liked, before further narrowing them down to a few must-haves. That list, he says, gave him the "Supraland formula"—a first-person Metroidvania full of varied puzzles, which he wanted to feel as tactile as Portal's.

Supraland’s choice of perspective is unusual, and he kept searching the web for evidence of other first-person Metroidvanias, only to come up empty. But to him, it seemed like an "obvious combination. I have no clue why everyone thinks their Metroidvania needs to be a sidescroller. Opening those 2D games up to 3D just makes it easier to create more interesting exploration," he says.

Map time

First-person meant Münnich could let players follow their natural curiosity without much guidance. You orient yourself by looking at the large objects in the distance, so when an NPC tells you that an important upgrade is hidden near a giant chair, you just need to glance at the horizon to know which direction to head. You never need a map, which Münnich says was a "central design decision."

"Maps might bring comfort, but they also degrade the entire 3D world to meaningless geometry," he argues. "I want people to always carefully look at their surroundings because this is where the immersion and satisfaction comes from."

His first step to designing the puzzles was to nail the abilities. He started with a list of 30 before whittling it down to only those that were versatile. "Unlike in a regular Metroidvania, where an ability can be used for one or maybe two things, I dismissed any ability that didn't at least have six completely different use cases," he explains. "So the magnet will not only allow you to climb metal things, but at some point you will be able to use it to erase a hard disk." 

From those abilities—double jumps, air stomps, a gun that fires yellow blobs—he crafted his puzzles. The aim was to make it feel like "a point-and-click adventure, but better," and to reward experimentation. 

"In the old school point-and-clicks... you would drag one object onto another and then hope the game would execute the solution. But most of the time it would just tell you that it isn't working," he says. "What I wanted to achieve is that you have lots of abilities, and you execute them yourself... if it happens to not work after all, you will at least have seen exactly why it didn't. And sometimes some unintended solutions might even work. So I'm just giving you the tools, and you [play] around with them."

By gradually layering in puzzles to match those abilities, and building the world so that it constantly loops back on itself, Münnich has created a game that feels rich and varied. By its very nature it feels bigger than it actually is—players can end up spending a lot of time in a small area.

Lessons for a sequel

Supraland 2 won't be a one person job. M nnich has already secured a combat designer and a narrative designer.

Like most game designers, Münnich isn't fully satisfied with what he's made, despite the early success. There are "tons of things" he wishes he'd done differently, from the angle of your jump—it doesn't get you high enough—to parts of the world being too linear. He's not planning expansions or major updates, and says most patches will just be bug fixes, but the lessons he's learned will go into Supraland 2, which he's already planning.

The sequel will be an extension of the original, and you’ll control a tiny character inside the child’s bedroom. But with a bigger budget, Münnich is aiming for higher production values, and to make the world more interactive. "[In Supraland], most objects are just normal big objects scaled down. In Supraland 2 you will really be surrounded by real-world objects…that have their actual purpose. Think of a giant match box, and you hold a giant match in your hands and scratch it over the side of the box to get fire. I hope to have the world filled with these kinds of things."

He wants to beef up combat, which feels undercooked in Supraland. He wants a system in which difficult enemies bar your progress, and can only been defeated after you’ve found certain abilities by searching secret areas. "Right now, combat is actually pointless—you can die your way through the game because dying doesn’t matter. I want… not quite like bosses, but rooms where you have to beat enemies and it will be quite hard unless you get a lot of secrets and upgrade your stuff properly."

He's currently trying to work out how to marry this system with making the game world feel open, which is one of Supraland’s strengths. He’s considering having the giant child following the player around, giving hints about abilities they’ll need in a given area, and sees GLaDOS from Portal as a possible comparison.

Supraland 2 won't be a one person job. Münnich has already secured a combat designer and a narrative designer, and is looking for two more developers to join the project. Working alone has its advantages, he says, such as being able to put his "crazy ideas" straight into the game without running them past other people, but it also means all the pressure is on you. "You grow a lot in the process, but I don't feel like doing it again," he says.

He admits he feels under "so much pressure" to push out a console version of Supraland, and further pressure to get the sequel right. "I hope it wasn’t a fluke and I know what I’m doing so that I can repeat it." He hasn't had time to take a proper break since the game came out on April 5, and rarely has even a free day to relax. 

Münnich doesn’t mind that heavy load, and loves working on a game that he’s passionate about. But hopefully he finds some time to enjoy Supraland’s success and recharge in the coming months. He doesn't know when his ambitious sequel will take shape but, judging by his first effort, it will be worth the wait, however long it takes. 

Apr 25, 2019
Supraland - DavidM
- Fixed juicer getting bugged and not working anymore until you reload the game
- Fixed that if you close the game while entering a key into a lock, you could save that the key is gone and the lock is not yet open and you were screwed
- Fixed some holes in the map where you could slip through with the translocator
- Small green pipes in the facility and other places now suck up the gun projectile and not making it so hard to hit in the middle of the pipe
- Some door sounds now increase or lower pitch while opening or closing, giving a better sense of what's happening
- Floating platforms now do a beep sound when activated
- Little skeletons now have less health (25 to 15)
- Skeleton warrior now has a little bit less health and doesn't always get thrown back when you hit him
- Fixed wallet upgrade in endgame in own home missing
- Added "Press F11 note" in main menu because people who have a wrong resolution setup couldn't use the menu until they pressed f11
- Added readme file to game's folder with instructions on how to recover backup savegames
- Added a check to prevent enemies from shooting through walls
- Reworked Russian translation
- Added missing Turkish characters in speech bubbles
- Should fix weird constellations where you get stuck when dying while entering blue ville for the first time
- Made guns humming sound quiter
- Fixed chest detector being seemingly on after loading the game, but it was actually off
- Changed "FPS" to "Max FPS" option - text was wrong
- Fixed that non-wood crates could be burned
- Jumppad near giant pickaxes now kicks you up automatically onto the wall next to it because people kept missing it
- Added more metal elements in facility to allow easier navigation with the buckle
- Steelbeam melting NPC now tells you exactly how much 2nd fire damage you need (128)
- Hint-NPC in cube-stomp room in power2 region now longer waves at you from inside the building while you are outside
- Added new Hint NPC in desert 2 region telling you to drop the cube onto monster's heads
- Added new NPC in catacombs telling you to not doubt the chest detector, in a place where people always think there is a bug, but there isn't
- Turned black hole in front of Red Town into a lava hole, because people were often unsure if they could jump into it.
- Fixed fake solution to the 166 star room puzzle
- Updated outdated picture in Volcano3 part of the hintguide
- Fixed yellow pipe leading to chapel section didn't let you walk through, but it was slippery inside
- Grave detect beep louder
- Fixed and improved lots of other small things
Apr 21, 2019
Supraland - DavidM


I want to add developer commentary spots all over the map. They will get unlocked in endgame, after you beat the main quest.
You simply go to the commentary spot and use it. Then you will hear me talk about the development process of that scene.

Are there particular spots/puzzles/things where you are interested in the development or my thoughts?
Write them in the comments and I will add them.
Apr 19, 2019
Supraland - DavidM
- Added Max FPS Setting (30, 60, 90, 120, 144, 200)
- Seasaw puzzle on red crystal tower replaced with new puzzle because physics were too unreliable and could break the puzzle
- Added button to toggle Chest detector (R/LB)
- Chest detector now makes different sounds for chest and graves
- Added another x2 Wallet upgrade in player house after beating the game
- Fixed electricity bugs
- Fixed gun projectile not coloring fully
- Made electricity less blinding and fade out when you get closer to it
- Fixed some objects not updating the awesome meter
- Added little smoke effect at multijump location and made multijump sound quieter
- Fixed lamp at buckle not become bright when on
- Improved Forcecube float check - it doesn't grant you 2 multijumps back if it has no ground under it
- Added 2nd way to battery in Blue Ville
- Changed button on the other side of the door that leads to the onslaught game to one that can be pressed with your hands
- Fixed that you can activate the 4 ceiling buttons in the locker room before the prison cutscene
- Fixed that you cannot get out of a cave between Desert1 and Desert2 if you get in there without the buckle
- Fixed chest detector working when you only have the grave detector
- Fixed Blue Ville NPCs getting stuck on each other on bridge
- Made "attractive personality" puzzle a little less clear
- Improved the velocity of fast travel pads that kick you against objects
- Steam Achievements have been translated into many languages
- Fixed OOB near chapel
- Fixed chapel scene inverting the opening and closing of the chapel door
- Fixed mom getting lost at start of Blue Ville when you exit after robbery scene and then load the game
- Fixed Sworddamage+2 wasn't saved to savegame if you exited the game before getting another sworddamage upgrade
- Sponge now does splashy sounds and effects when wet and hitting something
- Fixed armor upgrade resetting the awesome points to 0 in the savegame, so you would have 0 if you exit the game after that and load
- Lots of other small improvements
Supraland - DavidM


Only few games get chosen by Rock Paper Shotgun to be tagged "Bestest Bests" and I can't believe it's happening to Supraland.
John Walker's full review is here: https://www.rockpapershotgun.com/2019/04/16/supraland-review/
Apr 16, 2019
Supraland - contact@rockpapershotgun.com (John Walker)

I had already decided Supraland was my favourite game of 2019 so far before I noticed it was almost entirely made by one man. If you’d asked me to guess, as I played this 20-hour vast, ingenious, hugely entertaining first-person puzzle game, I’d have said it needed to be a team of at least twenty. The art alone is a squad’s job, before you get to the level design, puzzle design, the vast array of tools and tricks added to your arsenal, and the astounding level of polish. Yet when the credits scroll, one name is listed for almost the lot: David M nnich. Crikey.

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Apr 16, 2019
Supraland - DavidM
- Made a little change to sword fighting: Small enemies now get thrown back by all of your hits, giving it a more smashy, satisfying feeling
- Made the red sword have autofire (hold attack button for 10+ beats per second)
- Fixed missing characters in some languages
Apr 16, 2019
Supraland - DavidM
Some more features and little adjustments to the sword changes from V1.3

- Added Depth of Field toggle button in video menu (option doesn't save yet after closing the game)
- Lowers sword cooldown of old savegames to new default value (from 1s to 0.125s)
- Added 2 more sword damage upgrades (one in Red Town shop, one in a new chest hidden nearby)
- Added 5 more coins in Red Town
- Fixed shot buttons being magnetic; can't float them up anymore now
Apr 15, 2019
Supraland - DavidM
- Major change on how the sword works: can now swing it much faster (8 times per second) but can't keep button held anymore and it does by default only 2 damage. Replaced swing speed upgrades with damage increasing ones. Damage upgrades reduced values. This should make early game fighting a lot cooler
- Removed player movement acceleration - this might help a lot of people with motion sickness? Please try and tell me what you think!
- Removed aggressive depth of field effects during tutorial and in red town
- Added failsafe that chests can't kick you through the ground while opening them
- Fixed "100%" display having a rounding error
- Added new logo to menu and credits
- Fixed chinese translation missing a few lines
- Removed flags from Chinese language selection - there seems to be some political argument over what flags to use and people voted down the game because they thought I was trying to make a political statement - which I am certainly not.
- Fixed being able to get out of Carrot Town without Strength upgrade
- Changed exit of Carrot Town in order to teach player how pixel brick destruction ability of strength
- Changed NPC in Carrot town to give you an additional hint towards the strength upgrade
- Added another NPC in Carrot town telling you about the pickaxe use
- Added NPC in facility secret telling you that you might be missing an ability
- NPC near the stomp upgrade with hints about jumppads now only spawns after you get the stomp
- Made some glass sheets less transparent because some didn't see them well enough
- Fixed being able to skip the puzzle before entering the purple crystal pit
- Updated pretty much translations and added new font files to avoid missing characters
- Made yellow force field puzzle before facility easier to understand
- Added additional NPC hint during endboss puzzle regarding player color
- Made shells in Red Crystal area better visible
- Fixed fake solution to the crate pushing puzzle after escaping the purple crystal pit
- Reduced size of steel bars covering the last golden barrel
- Added a button on the other side of that door that leads to the onslaught game incase someone gets locked in there
- Pipes now make a beep sound when you open them
- Fixed a couple of saving problems where you could screw up your savegame by closing the game at very unlikely small moments
- Added new Supraland Logo to menu and credits
- Backup savegames happen less often now
- Fixed holy gun upgrades giving you the holy sword achievement
- Fixed music in Red Crystal Tower region not playing constantly
- Fixed checkpoint not being saved after endcredits
- Fixed being able to start credits sequence multiple times at once
- Fixed being able to reset to last checkpoint during cutscenes
- New sponge graphics
- Lots of small improvements
- Demo version brought up to date
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