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Im cant review the game as im was played on xbox. Its a no from me.
It's a refund for me, I can't stand that.
And it's a shame, because the rest of the game is relatively *easy* and relaxing...
This is bafflingly anti-player in a way that the rest of the game just isn't...)
And before someone accuses me of "git gud" as well - I beat the bosses. Twice so far, across two playthroughs (with no deaths the second time around). They're not THAT hard now that I know how they work, but they add nothing to the experience. "Oh, but they're puzzle bosses". Sure... except they're not. They don't use puzzle mechanics from anywhere else in the game, but instead use their own separate ruleset. And even then, the majority of the encounters come down to "move to avoid death".
This game has a bad habit of introducing mechanics, playing around with them, then completely forgetting they exist. Take the purple sphere, for instance. Its unique ability is used for a short amount of time before the player loses all spheres, then never again - even after regaining them. It would be nice if I got to use any of the boss mechanics in regular play, but they exist purely for those encounters.
This is a spurious unresearched hypothesis on my part, but it feels like the boss fights were farmed out to some outside entity from the rest of the game's development, which is why they work like nothing else.
Some people simply don't enjoy timed challenges and much. My partner for example, is not a game fun, but she enjoys puzzles, if I ever convince her to play, I'll probably have to do the bosses for her.
I feel the same about many games - only here it seems worse than usual.
So many developers throw boss battles in for the "git gud" crowd and to punish the rest of us, I guess. They act as road-blocks to anyone who doesn't actually enjoy them.
BTW I did beat the first boss after a few more tries - and then stopped playing. I know they will get less enjoyable as the game goes on, so why bother. I chose not to refund the game - maybe a youngster will come over and play them for me.
Just found the purple sphere's boss disproportionately harder than anything else in the game.
I'm genuinely shocked to see posts like this. This game's boss battles are about as easy as I've ever seen in a game, to the point where I wouldn't even classify them as combat; they're just a different type of puzzle. This isn't even a "git gud" instance, as these battles are designed for young kids to beat. This game uses the analog stick and a single button for action, so it's impossible that it's an issue of needing fast reflexes or complex combos. The fights all occur in a completely predictable pattern, so just be patient and think about what to do next.
No, they very much are boss fights. They're entirely dependent on player positioning, with a failure condition not present anywhere else in the game. The boss fights require both fast reflexes and problem-solving under pressure, which is out-of-scope with any puzzle in Cocoon. Sure, there are some time-sensitive puzzles. However, those involve reacting to anything. Their timing is tuned such that the player simply needs to move in straight lines to succeed.
The exact same discussion happened in Portal 2. The reveal trailer for the Co-op Initiative showed the two bots dodging spike traps, dynamically portalling mid-jump and essentially playing an action platformer. The response to this was fairly negative. When the game actually launched, these kinds of platforming sections were almost entirely absent.
Speaking purely for myself - I don't believe that time-sensitive interactions have any place in puzzle games at all. A good puzzle should be trivial to complete once the player has actually found the solution.
How is that not combat?