High Level Concept

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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

  1. Infiltration Phase (Stealth-Focused)

    • Goal: Reach the diamond.

    • The player can transform into objects to help hide from the various security devices.

    • Guards can move around the museum and have vision cones (yellow cone light visualization).

    • Cameras function like guards but are stationary.
    • Lasers act as tripwires and path blockers.

    • The player manipulates the environment to create an escape path.

  2. Escape Phase (Chase-Focused)

    • Triggered after stealing the diamond.

    • The player cannot transform (key constraint).

    • Guards enter high-alert mode and actively chase.

    • No grace period when spotted.

    • Gameplay becomes more movement/platforming focused.

This creates a strong tonal shift similar to the final escape sequence in Deep Rock Galactic.


Player Abilities & Transforming

Transformation Mechanics

Possible Object-Based Properties

Environmental Systems

Lasers

Guards/Cameras

Level Design & Movement

Platforming Emphasis

Environmental Manipulation


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Revision #5
Created 2025-12-29 13:56:08 PST by P_ixeL
Updated 2026-02-19 21:30:34 PST by devonereynolds