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Supraland Activation Code


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About This Game

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Supraland is a First-Person Metroidvania Puzzle game. The main sources of inspiration are Zelda, Metroid and Portal.



Title: Supraland
Genre: Action, Adventure, Indie
Developer:
Supra Games
Publisher:
Supra Games
Franchise:
Supraverse
Release Date: 5 Apr, 2019


Minimum:

  • OS: Windows 7
  • Processor: Intel Core2Duo 2.66GHz
  • Memory: 4 GB RAM
  • Graphic

    English,French,Italian,German,Portuguese,Finnish,Russian,Japanese,Traditional Chinese,Simplified Chinese,Turkish,Hungarian



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    Just try it. It's addictive.. Just finished the game, and i rarely enjoyed a game this much. It has clever puzzles, great graphics and gameplay. The Developer is very nice and concerned about anything you ask and try to make it possible. You should try the demo, then i am sure you will want to play more of it :) I did just like that.. Game of the year material here. Good to know there are still original ideas and enthusiasts left in this industry. Yes, the game takes some mechanics ideas from other titles. Point is, it does incredibly good and the result is astonishing. I can't remember last time I payed full price for the game on Steam, but once Supraland demo was over I immediately went and bought the full game. Looking forward to new games from this developer.. This is why demos work, played the demo, loved it, bought it. If it wasnt' for the demo i wouldn't ever pay attention to this game.! Great game! Congrats to developer!. 100% in game progress and 100% of steam achievements. First game since 2004 I couldnu2019t stop playing until I complete it all.. Yeah, it's fun. Worth the $20. It's not all mindless hack-n-slash. The puzzles are fun. I have barely scratched the surface I'm sure and hoping for more. This game makes you use your brain a bit.. After supraball, another excellent game from this tiny studio. The game is very polished, no bugs, translated in many languages, super fun and addictive. Puzzles and level design are very smarts. You got a feeling of playing a 3D metroidvania, with a touch of Toy's Story & Banjo-Kazooie for the ambiance, a basic Serious Sam for the crowd-control combats, and a Portal/Talos for the puzzles. But in its own unique genre. It's awesome. Interesting fact, there is a demo, which is exactly like the standard game, but the first levels only (2h of play). Savegames are compatibles with normal games if you want to continue after buying compelte game. French translation is surprisely good.. Supraland is an amazing game. A few quick bullet points on why: - The puzzles are extremely well done. They never feel unfair and there are a few that stumped me for a bit of time. - Collectibles! I love a game that not only allows for, but actively encourages exploration of your environment. There were many times were I felt like I was "breaking" the game, only to discover a chest hidden away in a random corner. - The game looks and run beautifully for the environment it is set in. The music is nice, as well. This is one of those rare games that I 100%, not because it's exceptionally easy to, but because I WANT to keep playing and find everything. Easily among my top games of the past few years and will probably remain near the top forever.. One man did this, Bioware!. 4/5 stars, I have to admit that I love this game for being a change of type of games that I normally play. Coming from mostly Battle Royales, I have enjoyed the mental bubblegum of trying to figure out puzzles all while accomplishing goals and twarting enemies and obstacles alike. So why only 4 stars? Game length, around about the time I was really getting into figuring out the more complex puzzles using the most recently acquired tools and weapons and then found myself at the Final Boss. woomp woomp. Don't get me wrong, I knew going in that the story line was only 19% of the game and I was 56/100 % in game completion, but I still wasn't prepared for such a sudden ending to the story aspect of the game. Somehow I felt that there was this huge build up to what was going to be a long and involved set of tasks that would eventually lead to the final boss, but that just wasn't the case. I was left with the equivalent of virtual blue-balls. Now knowing that this game just full released in the past 2 months, I am hoping, praying, that there will be more story content put into the game. For now I will just go for the 100% completion and keep the faith that there will be more story outside the sandbox (or maybe more within). I whole heartedly recommend giving this game a shot and enjoy it as I have. I think the take away from my experience is if you are the kind of gamer that just wants to get to the end, no matter what % is done, there is a little there for you. If you are the type that goes for 100% regardless of the story, there is plenty to accomplish.


    There's a chill in the air. : It's that time of year when the air gets colder, the leaves change color, the shadows grow long, and things get just a bit eerie. With Halloween right around the corner, a lot of your favorite games will be getting into the spirit of the season with spooky new content. And Spin the Beat will be no exception! Look forward to something creepy coming to Spin the Beat in the coming days.. The Spooky Update is Live! : It's the spookiest day of the year, and Spin the Beat's Spooky Update has arrived just in time! This update brings with it a brand-new stage full of tricks and treats. The player avatars from the Neon stage have donned their Halloween costumes and been spirited away to an eerie cemetery amidst mysterious towers, where just about anything can happen! Try not to get too spooked. Features of the new "Spooky" stage: - Watch out for the headstones as the stage spins - they might just catch you off-guard and fling you to your doom! - Both the players and enemies have received a total Halloween makeover. - Unique music in the ever-bizarre time signature of 5/4. - No indication whatsoever of which way the stage is about to turn - it's always a surprise! - A special "Trick-Or-Treat" event that may occur in place of regular events. During this event, treat bags will spawn on the stage. Pick one up and you might get a treat . or a nasty trick! How will you know which you'll get? The only way to find out is to pick it up. --- As this event involves power-ups, it will not occur if you turn off power-ups on the game menu. As always, please report any unexpected issues you encounter.. Secret World Legends Highway Blossoms Spin the Beat New Price! : Spin the Beat has been out for quite some time now, so we've decided it's high time to give it a price drop! From today forward, Spin the Beat will be only $0.99 USD!. Spin the Beat's 1-Year Annivesary! : Spin the Beat launched on itch.io exactly 1 year ago today! To celebrate, the game is 90% OFF for today only! That's only $0.50! Now's the time to buy if you've been on the fence!. The Tune-Up-Date is Live! : It's finally here - the Tune-Up-Date is live and ready for action! As said in the previous post, this update doesn't add any new gameplay content, but it does completely overhaul the game's behind the-scenes operations in the hope of providing improved performance on some systems, as well as making adding features in future updates MUCH easier. Even with no major content additions, there are still a handful of gameplay tweaks snuck into this update! - First, the Orange enemies in all stages have had their speed reduced significantly. They should now be much easier to evade and dispatch with a Push Attack. - Second, the Bullseye bogus power-up has received a major change. Previously its only effect was to cause enemies to prioritize the player(s) who picked it up over the other players, which meant it did nothing in singleplayer and wasn't super-potent even in multiplayer. Now, however, any Orange, Green, Blue, or Pink enemies targeting a Bullseye-carrying player will move much more quickly than usual! (Their speed returns to normal when targeting a non-Bullseye-carrying player. Red and Yellow enemies are unaffected since they don't target players specifically.) - Finally, the Unity launcher that appeared on startup is gone, replaced instead with an in-game options menu. This means that Spin the Beat can now be played entirely with a gamepad once you launch it - no more need for a mouse or keyboard to get past that pesky launcher! This also means that the game is now 100% compatible with Big Picture mode. If you see any other significant gameplay changes that you weren't expecting, as well as any new bugs, please don't hesitate to report them. Have fun! For full behind-the-scenes patch notes, read below. ---------- PATCH NOTES: - Complete replacement of all menu code - all menus now use a modular system that makes adding new menu options and tweaking existing ones vastly easier than before, as well as hopefully smoothing out menu operations for the end user. - All HUD elements have had their placement adjusted to provide a better experience at extremely high and extremely low resolutions, as well as correct text overflow problems at all resolutions. --- Please note that while the game is playable at resolutions higher than 1920x1080, these are not considered officially supported at this time due to how menus are managed in-game, which may cause inactive menus to be visible at the edges of the screen at these extremely high resolutions. - Cleaned up lots of redundant and sloppy code, replacing many poorly-implemented timers and loops with coroutines, which are a much cleaner way of handling repeating functions and timers. - Fixed players who were active in the previous game having to re-join upon returning to the main menu - in other words, if player 2/3/4 was playing in the last round, they are automatically set to "Ready!" on the main menu after the game ends. - Orange enemies have had their default flight speed reduced. - Picking up a Bullseye power-up now causes enemies targeting you to move 50% faster than normal. (Previously, their speed did not change.) - Removed the Unity launcher and replaced it with an in-game Options menu. This menu offers options for resolution, windowed mode, and overall graphical quality.. The Jolly Holiday Update has arrived! : A new update for Spin the Beat is here, just (barely) in time for Christmas! The Jolly Holiday Update introduces a brand-new stage, titled "Festive." This stage features a calming holiday setting with six Christmas-centric scenes, one on each side of the cube.. Spin the Beat's free demo is now available on Steam! : After some unanticipated back-end delays, the free demo that has been available on itch.io is finally available on Steam! The free demo features a fully playable version of the "Neon" stage in Party Mode. The full game also offers the competitive Survival Mode and several additional stages, each with unique gameplay quirks, twists, and hazards. To install, simply hit the "Download Demo" button on the Store page.. The Happy Birthday Update is here! : The creator of Spin the Beat had a birthday on Friday, June 23! To help celebrate, the first major content update to Spin the Beat is here, featuring a BRAND-NEW level! The new "Birthday" stage takes place atop a giant birthday cake surrounded by enormous wrapped gifts. Slices of the cake will drop away in time with the music. Enemies take on the appearance of wrapped presents and balloons, with some of them spewing confetti when defeated. Unlike the Garden and Cave stages, enemies cannot hop around in the gaps on this stage - they'll fall right through! Watch out for the new "Cake Splitter" event, which spreads the cake's slices out to create a much trickier platforming experience. As with any update, this patch also includes a few minor fixes and adjustments, including making the Game Mode selection on the main menu loop - you can now press either left or right to change game modes rather than left for Party Mode and right for Survival Mode.. Coming soon: The Tune-Up-Date! : A major update is currently in the works for Spin the Beat . This update won't include any new gameplay content, but it will feature a near-complete overhaul of the game's behind-the-scenes operations - an all-around "tune-up," if you will. Much of the game's code is being adjusted or replaced outright in order to provide a smoother and cleaner experience. During development, a lot of Spin the Beat 's components ended up being hard-coded as a shortcut to get the game out more quickly after numerous delays. While doing so definitely served that purpose and provided the desired gameplay experience for the end user, it's far from optimal and makes updating certain components a hassle. Those hard-coded elements are being gutted in the Tune-Up-Date and replaced with new, modular systems that can be easily expanded as content is added in future updates. Some highly inefficient code is also being replaced with streamlined iterations in the hope of providing vastly-improved performance on most systems. Even though most of the changes are under the hood, you'll still see a couple of tweaks on the front-end, including a big change to one of the game's "bogus" power-ups and a new in-game Options menu replacing the Unity launcher at startup.


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