Right, elevator pitch: you're a nice little bug-person who wordlessly solves environmental puzzles in a mournful, sci-f…
Right, elevator pitch: you're a nice little bug-person who wordlessly solves environmental puzzles in a mournful, sci-fi atmosphere; there's an earthy-pastel colour palette; there's a soft and pleasingly tactile feel to the world; it's got a nice font; it's made by the lead gameplay designer of Limbo and Inside; and it's published by Annapurna - who probably only got about two-thirds of the way through hearing that pitch before flinging open their wallet.
Much of this comes down to atmosphere which, perhaps unsurprisingly given its pedigree, is magic. My demo - hosted at Play Days, Summer Game Fest's small in-person portion for media - began on a rocky terracotta world, scattered with abstract shapes and curious obelisks. The music is synthy and minimalist and so you just pitter-patter around the place, nudging at it. Quickly Cocoon becomes a game about nudging, in fact.
There are boss fights, but no combat - all you can do is trot around and pick up orbs, and so these become a game of increasingly intense evasion while finding other kinds of, you guessed it, orbs, to defeat the boss - and little puzzle sections that have you discover a sequence of runic shapes in the environment, and run over the correlating ones in order to sound the right little musical sci-fi wind chimes.
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