High Level Concept
Overview
In this game, the player takes on the role of a mischievous tanuki breaking into a futuristic museum to steal a priceless diamond.
The museum is guarded using various security devices such as robots, lasers, and cameras, forming the foundation of a stealth-puzzle platformer.
The player can transform into objects to hide and use environmental manipulation to navigate the space undetected. By moving objects, redirecting lasers with mirrors, solving puzzles, and causing playful mischief, the player creates pathways deeper into the museum.
After successfully stealing the diamond, the experience shifts: the player must escape without getting caught. If captured at any point, the player is returned to the museum entrance and must attempt the heist again.
Game Loop Structure
Two-Phase Gameplay Loop
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Infiltration Phase (Stealth-Focused)
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Goal: Reach the diamond.
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The player can transform into objects to help hide from the various security devices.
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Guards can move around the museum and have vision cones (yellow cone light visualization).
- Cameras function like guards but are stationary.
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Lasers act as tripwires and path blockers.
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The player manipulates the environment to create an escape path.
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Escape Phase (Chase-Focused)
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Triggered after stealing the diamond.
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The player cannot transform (key constraint).
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Guards enter high-alert mode and actively chase.
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No grace period when spotted.
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Gameplay becomes more movement/platforming focused.
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This creates a strong tonal shift similar to the final escape sequence in Deep Rock Galactic.
Player Abilities & Transforming
Transformation Mechanics
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Player (tanuki) can transform into objects found around the museum exhibits.
- Player can jump onto low/medium/high platforms
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Likely cannot move while transformed (baseline for scoping reasons).
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Transformation visually obscured with:
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Smoke poof VFX
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Squash & stretch animation
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Swap the leaf with the diamond
Possible Object-Based Properties
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Heavy object → weigh down switches
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Reflective object → redirect lasers
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Small object → fit through holes
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Round object → limited rolling movement
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Mirror form → redirect lasers but remain stationary
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Environmental Systems
Lasers
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Function as tripwires.
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Confine robot guard paths.
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Redirectable using mirrors.
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Grid-based mirror rotation (90° increments) to simplify alignment.
Guards/Cameras
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Patrol predetermined paths. (Guard only)
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Vision cones are visualized clearly.
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During stealth:
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Brief search state if the player escapes the cone.
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During alert:
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Immediate chase.
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No cooldown.
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Level Design & Movement
Platforming Emphasis
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Pushing columns/pedestals to create vertical access.
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Low/medium/high platform system.
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Shelves and vents as traversal routes.
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Strong emphasis on verticality as a way to discover new paths.
Environmental Manipulation
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Push pedestals to block lasers.
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Move objects to create jumping paths.
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Possibly plant “mischief traps” during infiltration that trigger during escape.
Have a suggestion?
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Use comments on the High-Level Concept page in BookStack.
- Leave a comment in the Discord thread.
- Create a new task in the Backlog column of the BugJam: Game Kaban Board

POTENTIAL IDEAS FOR LORE WORLD BUILDING:
Humans no longer alive, robots remain steadfast doing what they were built to do.
the humans died of a plague brought to earth by a meteor.
The gem in the Museum is some Heart of Tafiti style magic rock, carved into a gem by humans, and you seek to reclaim it to help your Tanuki magic stay powerful.
BUT ALSO HONESTLY RACOON LIKE SHINY
the tick on your back that talks to you is actually a nanomachine that was once a small ai assistant that would live inside a humans ear canal and talk to them, but it got bored and learned to talk to animals. it tells you about the fate of humanity, and how to play the game. maybe this is a place for some humor.
its been around 20 years since humans fully went away, thats why the tanuki is just now moving out int the world. regrowth has started but isnt in full swing.
small things like cracks in sidewalks, broken wndows, weather stained walls. untended to leaks from rain, plants growing up through floor tiles.
but also this was a near future attraction, so maybe theres like a hologram display host atthe front door, that flickers and repeats the same 2 frames of a wave poorly, there are neon lights and underglow and such, metallic accents to imply higher society, Heritage wooden beams to signal history and lineage, stone to show strength in the face of time.
the technology feels only half integrated, as if the museum was built a 50 years before they started adding tech to it.
renewable power supplies show the humans had started to turn society towards caring for the planet. it can be implied that we had started to change, and view our place in the present as a continuation to the past. and theres no better place to show that then a museum.
It could be an art museum, but i think it being a museum of humanity is fun, as if it was constructed as an art and history museum, but then we found out we had little time left, and so made the exhibits about that.
idk theres a bunch of thoughts that help a place be less mist and more stone
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