Arcade › Shadow Heist
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Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.
Create a playable 3D stealth game titled “Shadow Heist” viewed from a high, angled top-down perspective. Use a dark navy nighttime visual style with a square courtyard floor, soft fog, cool blue ambient/directional lighting, shadows, and a minimal polished HUD. The play area is a roughly 22-by-22 courtyard with a dark blue-gray floor and several chunky rectangular cover/blocker structures distributed around it: large blocks near each corner, a central block, and a few narrow blocks around the middle lanes. The player is a small stylized teal/turquoise hooded thief made from a rounded capsule-like body and rounded hood/head, casting a shadow. Start the thief near the lower-left area at approximately (-8, 7.5). Movement is controlled with WASD or arrow keys; on mobile provide a left virtual joystick. Use smooth top-down movement at about 5 units per second, with the camera following/targeting the player from a high distance. Place a glowing blue moon gem near the far/lower edge of the courtyard at approximately (0, 7.3), sitting inside a flat gold circular ring. Make the gem a stylized crystal with strong blue emissive glow. The objective is to reach/touch the gem; when the player comes within roughly 1.25 units, immediately win. The gold ring is visual emphasis for the target and should remain visible on the ground. Add three patrolling guards using blocky humanoid character models. One patrols vertically along x=-5 between z=-1 and z=4, another patrols vertically along x=5 between z=2 and z=-4, and a third patrols horizontally along the back/lower lane between x=-4 and x=4 at z=-5. Guards move back and forth between their endpoints at approximately 1.05 units per second, turn to face their travel direction, and have simple idle character animation if available. Each guard has a translucent red wedge/cone projected forward on the ground, representing its vision cone. A player is detected only when within about 5.2 units, inside a forward angle of roughly 0.62 radians, and with no cover/blocker obstructing the straight line between guard and player. The rectangular cover blocks should therefore provide meaningful line-of-sight hiding. Implement an alert meter/rule: while any guard can see the player, increase a shared alert value toward full; otherwise drain it toward zero. Show this as a horizontal bar in the upper-left HUD with a green-to-yellow-to-red gradient. If alert reaches full, end the game as a loss with the message “A guard spotted you. Move through cover and try again.” and a result title “Caught!”. Do not make a single brief sighting instantly lose; use the accumulating meter. While alert is above roughly 55%, change the status text to “Danger — break line of sight!” in red; otherwise show “Stay outside the guards' red vision cones.” HUD: in the upper-left, show a translucent dark rounded panel with the uppercase small title “SHADOW HEIST”, objective “Steal the moon gem”, the current stealth status, and the alert meter. In the upper-right show a compact legend reading “Move: WASD / arrows” and “Mobile: left joystick”. On first load, show a full-screen dark radial-gradient overlay with a centered rounded card titled “Shadow Heist”, explanatory text “Slip through the courtyard, avoid the guards' vision cones, and touch the glowing gem.”, and a prominent lavender-blue button labeled “Start the heist”. Hide the overlay after starting. On winning, show the overlay card again with title “Gem secured”, message “You slipped through the patrols and escaped with the moon gem.”, and button “Play again”. On detection, show title “Caught!”, the loss message above, and button “Retry”. Reset player position, alert, guards/game status, and the overlay state when restarting. Keep the art stylized and clean rather than realistic: dark blue courtyard and background, cool blue lighting, teal player, bright red translucent vision wedges, gold target ring, emissive blue gem, rounded glassy HUD panels, light text, subtle borders and shadows. Use a perspective camera around 52 degrees field of view, high above and behind the player, with fog fading the distant courtyard into the dark background.