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Nicolas Delattre

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A member registered Jun 17, 2015 · View creator page →

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Thanks for taking the time to share these suggestions, they make sense.

To be clear about where I'm coming from: Cyanotype is a free, experimental solo project, so growing the player count isn't really my goal the way it would be for a commercial release, and I'm not looking for promotion or outreach services. That said, if you have a specific community in mind where you think the game would genuinely fit, I'd be glad to hear about it!

What I'm really after is discussing game design with people like you and the others in this thread: what works, what doesn't, what deserves more development. It's also easy to miss something that seems obvious to a fresh pair of eyes, and that kind of feedback is exactly what helps me fix it. So if you do give the game a try, I'd love to hear what you think.

Thank you my friend !  Try it if you can, I'll be interested in your feedback.

Yes, of course. Shoot !

Thanks a lot for the feedback, I really appreciate it.

Your comment about enemy pressure caught my attention: did you personally find the game too difficult at some point, or was it more of a general suggestion about the difficulty curve? If there was a specific level or moment where it started feeling unfair, I’d love to know.

Thanks! Mouse is supported but it's a secondary scheme, with deliberate smoothing, so it does feel a bit floaty. Keyboard arrows or a gamepad give the tight, direct control the game is designed around. Give it a try if you can! 

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Hi, I’ve just released Cyanotype, a small free browser game I developed solo.

It’s a 100-level tactical/action maze game built around information management: your light is also your health. The weaker you become, the harder you are for enemies to detect, and at critical light levels your perception through walls increases.

I’d mainly be interested in feedback on:

  • whether the core mechanic becomes understandable quickly. There is no tutorial, and ideally the game should explain itself naturally within the first 10 levels;
  • whether the balance between planning and reflexes feels interesting;
  • whether the difficulty progression feels right. Some testers started having trouble around level 40. Did you experience the same thing?
  • anything that feels frustrating, confusing, or unclear.

It runs directly in the browser, and individual levels usually take anywhere from a few seconds to a few minutes.

Cyanotype by Nicolas Delattre

Don’t hesitate to be critical. That’s exactly what I’m looking for.


Very, very good. It should be for sale.

I had a wonderful time with your game, and I'm very curious of your audio engine. I'm going to download it for free, as a demo. If it can fit my ongoing project, I promess I will pay you (and give you credits, of course).