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COCOON - first prototype (2017) vs final game (2023). In this video we compare a simple pipe puzzle where the player needs to follow the orb.

53,330 次观看 • 2 年前 •via X (Twitter)

10 条评论

Jeppe Carlsen 的头像
Jeppe Carlsen2 年前

The final puzzle gains a lot from its scene complexity with multiple platforms in different heights and multiple routes. It becomes a part of the challenge to simply "parse" the landscape as you run.

Jassem 🇦🇷🌟 的头像
Jassem 🇦🇷🌟2 年前

This is actually quite fascinating to see The progression of the prototype in 2017 - to one of the best puzzle games in the last 5 to years I really enjoyed COCOON and I have said it multiple times my only issue is the game was short 🥺🥺💔 I wanted moren

Samuel Andrés Agudelo 的头像
Samuel Andrés Agudelo2 年前

How was that change from 2D to 3D? Was the prototyping always intended to be in 2D?

Jeppe Carlsen 的头像
Jeppe Carlsen2 年前

I think the transition was relatively smooth since the final game is still mostly 2D gameplay (navigation on a plane). We switched to 3D due to the art direction, not for the sake of gameplay.

Crazy Retro Games 的头像
Crazy Retro Games2 年前

@arboresis Wow amazing. Well done for having the vision to get from the prototype to what looks fantastic.

PureFilth 的头像
PureFilth2 年前

Cocoon is such a fantastic game and it's amazing how much different the atmosphere is from the prototype but NES demake when?!

Elyot Grant 的头像
Elyot Grant2 年前

There is something just inherently fun about watching a marble roll down a track. :D We may have tried something similar for Islands, but replayability was a bit limited for how involved it was. Perfect puzzle for Cocoon though.

Swinny 的头像
Swinny2 年前

This inspires me to really stick to programmer art and bare bones when designing gameplay systems - I always get stuck (my own fault) falling into assets and plateauing. Thanks

Dariusz Pietrala 的头像
Dariusz Pietrala2 年前

What was the prototype you reached out to a publisher with? Was it still that 2D or maybe something 3D already?

Jeppe Carlsen 的头像
Jeppe Carlsen2 年前

No. We started talking to publishers much later.

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