Ponder the Orb with Jeppe Carlsen’s New Game Cocoon

Coming away from this year’s Summer Game Fest, there was a clear winner in the hearts and minds of most folks I talked to: Cocoon, the new game from Jeppe Carlsen, the lead gameplay designer on both LIMBO and INSIDE. Its eerie alien atmosphere, superb animation, and mind-bending recursive world mechanic just about blew everyone’s mind—myself included—and left me itching to dive further into its curious worlds. Having now played a significant chunk of the game, I can say without a doubt that Cocoon is an immensely gratifying, otherworldly, and singular experience.
Beginning in a desert biome, you play as an insectoid with a penchant for puzzles rather than words, much like Carlsen’s previous work and the games they inspired. Wordlessly, the world communicates everything you need to get by in a simplistic and elegant way. Holding down one of the face buttons touches your wings to the ground, which when done above certain insignias in the ground can activate structures, catapults, switches and the like. Oftentimes, you will be carrying a colored orb (in my time they have been orange, green and purple) that contain whole worlds within them and using them as batteries of sorts as you navigate the environment’s endlessly clever puzzles. Each is tied to a different power that’s only active when you’re carrying them, like the orange orb’s ability to render invisible walkways visible or the green orb’s ability to make certain structures lose or gain solidity. At first, the puzzles are pedestrian, asking you to ferry one orb to certain spots where you can anchor them, open a reflective pool and jump into the world within—a motion that happens in a seamless and exhilarating animation no matter how many times I’ve seen it.