I've used cocos2d for my iOS app, Kodable, for two years now. It has worked great...for the most part. If I didn't need to support iOS 5 and 6 for schools, I would have already switched to SpriteKit.<p>The biggest problem with cocos2d now is that SpriteKit is slowly making it irrelevant, at least for iOS-exclusive apps. Apple basically ripped it off and remade it and packaged it with iOS. It even has the same mode/scene structure! Cocos2d has almost nothing that SpriteKit doesn't except for being open source and a few extensions.<p>Why would I use cocos2d with swift when SpriteKit has such close integration with it already? There's still a place for cocos2d, but with cocos2d-X, the C++ cross-platform version.
Let's say that "<a href="http://www.cocos2d-swift.org/"" rel="nofollow">http://www.cocos2d-swift.org/"</a> isn't that complete with content..