Cosy games aren't lazy — they're just kind
There's a lazy criticism that cosy games are simple because they lack ambition. Having played a lot of them, I'd argue the opposite. Making something genuinely relaxing without being boring is one of the hardest tricks in design.
Tiny Harbor Town is a good example. It has no fail state, no pressure, yet it kept me arranging cottages for an hour. That pull has to come from somewhere, and it's careful pacing and satisfying feedback doing the heavy lifting.
So don't dismiss the gentle ones. After a long day, a game that just wants you to feel okay for twenty minutes is worth more than another test of your reflexes.
