Cocoonis an absolute marvel of a puzzle game. It’s chock-full of puzzles that encourage “aha” moments due to their elegant presentation and intuitive design; the sheer simplicity of some of the solutions will leave you slack-jawed. The premise is deceptively simple: You control a bug who can carry an orb that gives them powers and simultaneously functions as a tiny world the bug can enter. As the bug discovers more orbs, more powers, and more worlds, the game becomes more of a mind-bending experience, and as it turns out, it’s one that game designer and director Jeppe Carlsen told Polygon he only achieved by letting go of the notion that puzzles always need to be hard to be good.
Cocoon is the debut game from a studio called Geometric Interactive. Prior to pursuing Cocoon, Carlsen cut his teeth as a gameplay designer at Playdead for games like Limbo and Inside. This new isometric adventure goes hard on the puzzles; players will solve one after another with an occasional boss fight sprinkled in between.
Much of the game’s brilliance comes from its simplicity. In addition to directional inputs, the game only has one other “action” button that players use to pick up and place orbs, or to teleport into each orb. Because each orb has its own power and contains its own world to explore, players progress through the game by jumping between those orbs and using each orb’s unique power to solve the mysteries inside its world. To craft the unique world of Cocoon, Carlsen had to challenge his preconceived notions about what does and doesn’t make for a “good” puzzle.
“I think generally, with the puzzle design, Cocoon versus some of the work I’ve done in my past, I’m less focused on it being difficult,” Carlsen told Polygon in a
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