Conceptually fresh and aesthetically striking. I need more of a narrative hook to stay interested in a game like this, however, and the cycle starts to feel a little pointless without it. At a certain point the boss checkpoint runs grew too annoying to be justified by whatever I was getting out of the rest of the puzzles.
A pretty easy puzzle game but I had a blast with this. The core mechanic if going through worlds within worlds was creative and I feel like they were always throwing in new things to keep you engaged. I quite liked the boss battles as well. They weren't difficult but they were well designed and memorable. I think the last 5th of the game does drag a little bit though as the puzzles get a tad too repetitive and not as mind blowing as I would've wanted for the finale of this game.
game is still a great puzzler but the honeymoon period has worn off. the developers have gone to great pains to make sure that the puzzles are fairly designed and impossible to softlock, but in doing so they end up making the game's edges feel sanded down and soft. and throughout my playthrough i often found myself comparing the game against portal of all things. i want the tightly designed and fair puzzles like in portal. but i also want the ability to get obliterated by a turret or fall into a spike pit like in portal. and with it's snaking, meticulous yet ultimately completely deterministic puzzles and pathing, cocoon simply cannot offer that. but it's still a fun and tranquil trip