Finished Supraland.
It's s first person puzzle game in the vein of Portal but with a Metroidvania sensibility in the design.
Takes place in a literal sandbox and you control a red figurine who leaves the red figurine village to claim back water for his people from the blue figurine people, a dumb potboiler plot that's being orchestrated by the kid who built the sandbox and watches over everything like a colossus towering in the background. There isn't much to the plot other than the theming and that's good enough.
For gameplay you traverse a series of interconnecting sandbox modules by reverse-engineering how to open doors. It starts off simple by way of using triple jumps (good for long jumps, but the max height of a perfectly vertical triple jump is puny as fuck) and spawning force cubes, primarily for weighing down switches and/or used as platforms. By the end you'll be resorting to magnetism, momentum, changing the properties of things, rewiring electrical circuits with impromptu conductors and working gigantic Rube Goldberg contraptions much like one plays Jenga, precariously moving pieces around. The game is rife with mechanics, both in terms of movement and applications for your weapons/gadgets; once a new concept is introduced the game wastes no time in coming up with iterations to test your lateral thinking.
This feel like the Metroidvania equivalent of an all-you-can-eat buffet. You get movement upgrades up the wazoo, every new one merits touring the whole map to test it out, you can break a fair share of the game with the tools at your disposal, there're secrets hidden in every nook and cranny, exploration is always rewarded with something useful, the versatility of the design is such you'll think you've gone out of bounds before discovering a reward or shortcut of some kind, there're probably hundreds of collectibles and plenty of trophies to unlock (nothing being missable). There's no map, which didn't bother me but might be a huge no to a lot of people. Combat is basic Doom, which off-sets the harder brain teasers nicely. My only criticism is the presentation is somewhat sloppy and the writing is a bit amateurish and lazy (which you can tell was a comedic decision).