High Level Concept
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Overview
In this game, the player takes on the role of a tanuki,mischievous tanuki breaking into a futuristic museum patrolled by robots and security cameras to steal a diamond,priceless youdiamond.
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 from robots, and use yourenvironmental 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
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 sneakcreate around.an youescape path.
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
Player (tanuki) can transform into objects found around the museum exhibits.
Likely cannot move while transformed (baseline for scoping reasons).
Transformation visually obscured with:
Smoke poof VFX
Squash & stretch animation
Particle effects
Possible Object-Based Properties
Heavy object → weigh down switches
Reflective object → redirect lasers
Small object → fit through holes
Round object → limited rolling movement
Mirror form → redirect lasers but remain stationary
Environmental Systems
Lasers
Function as tripwires.
Confine robot guard paths.
Redirectable using mirrors.
Grid-based mirror rotation (90° increments) to simplify alignment.
Guards/Cameras
Patrol predetermined paths. (Guard only)
Vision cones are visualized clearly.
During stealth:
Brief search state if the player escapes the cone.
During alert:
Immediate chase.
No cooldown.
Level Design & Movement
Platforming Emphasis
Pushing columns/pedestals to create vertical access.
Low/medium/high platform system.
Shelves and vents as traversal routes.
Strong emphasis on verticality as a way to discover new paths.
Environmental Manipulation
Push pedestals to block lasers.
Move objects to block,create orjumping redirectpaths.
Possibly puzzles,plant do“mischief sometraps” mischief.during theninfiltration youthat finallytrigger stealduring escape.
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