Designing Cocoon’s most challenging puzzle was surprisingly easy


An image of the insect protagonist in Cocoon, standing in front of a glowing green orb.

Image: Geometric Interactive/Annapurna Interactive

Ana Diaz
(she/her) is a society author at Polygon, covering web society, fandom, as well as video clip games. Her job has actually formerly shown up at NPR, Wired, as well as The Verge.

Cocoon is the problem enthusiast’s joy. The isometric journey from Geometric Interactive weds pared-down gameplay with a psychedelic facility where gamers leap in between globes snuggled within orbs. Polygon talked with developer as well as supervisor Jeppe Carlsen concerning the production of this globe’s interested problems. In that discussion, he exposed that for Cocoon, making the hard-to-beat problems came quickly. Making the simple ones, on the various other hand? That was the obstacle.

In Cocoon, you regulate a little pest that browses a dark turning sci-fi globe that mixes insectoid raw material with commercial globes. The game basically offers the gamer with problem after problem after problem. Carlsen informed Polygon that while gamers may anticipate challenging, multi-step problems to be the most significant obstacle for developers, the reverse is frequently the situation.

“Sometimes the puzzles that when you play, feel very elaborate and complex and like, ‘Whoa, how could someone even like design this?’ They’re not necessarily the ones that took a lot of iteration time,” he stated to Polygon in a current video clip phone call.

Early on in the game, when gamers get to the commercial globe for the very first time, there’s a straightforward problem. In it, the gamer runs into 2 turning doors as well as 2 buttons. In the last variation of the game, all you require to do is utilize the orb on both buttons to align the doors to ensure that there’s a space you can go through. The option is so easy that Carlsen explains it as “barely” being a challenge, stating that it’s even more like a communication. As it ends up, it was among one of the most challenging problems to create in the whole game.

“That puzzle has [been] iterated so many times, and it is literally the simplest thing in the world. It’s ridiculous. To begin with, the puzzle had different logic for the rotating doors — a bit similar, but different. So at that time, when you put on the switch, both of the doors rotated, and when you let go, you had to let go so that the doors put a line in the middle. Apparently, people found that extremely difficult. They would play the game for seven minutes or something.”

But Carlsen didn’t desire that problem to be hard. He simply desired gamers to continue via the globe as typical, without facing a lot intricacy as soon as possible. He informed Polygon that the problem simply wasn’t fascinating sufficient to require it being such a difficulty for gamers, so the group changed it.

“This [puzzle] has been through so many iterations of different tactics for the doors and different variations of the same puzzle. It took a very long time. And then I thought I had it, but then I couldn’t develop it, and like just — so many versions of rotating doors. It became almost like a production joke about those rotating doors. They worked out eventually, though.”

It feels like all the door versions deserved it, as Polygon’s testimonial explained the game as being, “impossibly good.” Cocoon is out currently on Nintendo Switch, PlayStation 4, PlayStation 5, Windows COMPUTER, Xbox One, as well as Xbox Series X.

 

Source: Polygon

Read also