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Elastic ThiefAI · Claude 3.5

Game information

Stretch your elastic arm to snatch valuables while avoiding obstacles and hazards in this physics-based puzzle game!

TypePhysics Puzzle
ResolutionResponsive
OrientationPortrait
PlatformsPC Web / H5 Mobile
StoragelocalStorage
Authorlsk
Date2026-07-07

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Core Game Loop and Mechanics

Elastic Thief is a physics-based puzzle game where players control a stick-figure thief who must steal valuable items by stretching an elastic arm across the screen.

Moment-to-Moment Gameplay
  1. Player sees the thief character on one side of the screen and a target with valuable items on the other
  2. Player drags the thief's hand from its starting position toward the valuable item
  3. As the hand is dragged, an elastic line (the arm) stretches from the thief's body to the hand position
  4. The elastic arm curves and bends around obstacles naturally using physics simulation
  5. Player must navigate around hazards (spikes, lasers, guard zones) that cause instant failure
  6. When the hand successfully touches the valuable item, the level is complete
Progression and Engagement
  • Level Progression: Complete increasingly complex heists with more obstacles and tighter spaces
  • Challenge Escalation: Later levels introduce multiple hazards, narrow passages, and require precise arm positioning
  • Replayability: Players can retry levels to find optimal paths and faster solutions
  • Satisfaction: The elastic physics creates satisfying moments when the arm curves perfectly around obstacles
Win/Lose Conditions
  • Win: Hand touches the valuable item (glowing object near the target)
  • Lose: Hand touches any hazard (spikes, laser beams, red danger zones, guard detection areas)
  • Retry: Instant restart on failure with quick level reset
What Makes It Compelling
  • Physics Satisfaction: The elastic arm feels natural and responsive, creating "aha!" moments when finding the right path
  • Puzzle Solving: Each level is a spatial puzzle requiring planning and execution
  • Risk/Reward: Players must balance speed with caution, stretching the arm as far as needed without hitting hazards
  • Visual Clarity: Simple stick-figure style makes obstacles and goals immediately clear

Starting Scope

The first iteration will focus on delivering a polished, playable core experience:

Must Have (First Iteration)
  • Core Mechanic: Draggable elastic arm with realistic physics and obstacle collision
  • 3 Tutorial Levels: Progressively introduce mechanics (basic stretch, single obstacle, hazard avoidance)
  • Stick Figure Art: Simple, clean stick-figure thief, target, and environment
  • Basic Obstacles: Walls/barriers that the arm curves around
  • Basic Hazards: Spikes and red danger zones that cause failure
  • Win/Lose States: Clear feedback when completing or failing a level
  • Level Progression: Ability to advance through the 3 levels sequentially
  • Touch and Mouse Controls: Drag the hand on both mobile and desktop
Future Iterations (Post-Launch)
  • More Levels: Expand to 10-15 levels with increasing complexity
  • Additional Hazards: Laser beams, moving guards, timed elements
  • Multiple Valuables: Levels requiring collection of multiple items
  • Star Rating System: Performance-based scoring (time, path efficiency)
  • Sound Effects: Stretch sounds, success/failure audio, ambient music
  • Visual Polish: Particle effects, animations for thief and target reactions

Game Perspective

Fixed-Screen - Each level is a single screen puzzle viewed from the side. The thief is positioned on the left side, the target with valuables on the right side, and obstacles/hazards are arranged between them. The camera does not move; all gameplay happens within the visible 720×1280 viewport.

Game World and Level Design

Visual Layout
  • Portrait Orientation: Game designed for 720×1280 mobile-first viewport
  • Left-to-Right Flow: Thief always on the left (100px from left edge), target always on the right (620px from left edge)
  • Vertical Space: Full height utilized for obstacle placement and path variety
  • Clean Backgrounds: Simple solid color or subtle gradient to keep focus on gameplay elements
Level Structure (First 3 Levels)

Level 1: "First Heist" (Tutorial - Basic Stretch)

  • Layout: Thief on left, target on right, completely clear path between them
  • Objective: Simply drag the hand to the valuable item (a glowing diamond near the target)
  • Purpose: Teach the basic drag mechanic and elastic arm behavior
  • Obstacles: None
  • Hazards: None
  • Difficulty: Trivial - impossible to fail

Level 2: "The Wall" (Tutorial - Obstacle Navigation)

  • Layout: Thief on left, target on right
  • Obstacles: Single vertical wall barrier in the center (positioned at x=360, from y=400 to y=800)
  • Objective: Drag hand around the wall to reach the valuable
  • Purpose: Teach that the arm curves around obstacles
  • Hazards: None (can touch wall safely)
  • Difficulty: Easy - introduces obstacle interaction

Level 3: "Danger Zone" (Tutorial - Hazard Avoidance)

  • Layout: Thief on left, target on right
  • Obstacles: Two small wall segments creating a narrow passage
    • Top wall: x=300-400, y=300-400
    • Bottom wall: x=300-400, y=700-800
  • Hazards:
    • Spike strip on floor (y=900-950, x=200-500)
    • Red danger zone in center passage (x=320-380, y=450-650)
  • Objective: Navigate through the narrow passage without touching hazards
  • Purpose: Teach hazard avoidance and precision control
  • Difficulty: Medium - requires careful positioning
Environmental Elements

Thief Character

  • Stick figure positioned on left side
  • Body: Simple vertical line with circle head
  • Arm: Elastic line that extends from shoulder position to hand
  • Hand: Draggable circle at the end of the arm (the player's control point)

Target Character

  • Stick figure positioned on right side
  • Similar simple design to thief
  • Holds or stands near the valuable item

Valuable Items

  • Glowing diamond or jewel icon
  • Positioned near the target character
  • Clear visual indicator (sparkle effect or pulsing glow)

Obstacles (Safe to Touch)

  • Solid rectangular barriers (walls)
  • Dark gray color (#333333)
  • Arm curves around these naturally

Hazards (Cause Failure)

  • Spikes: Triangular shapes, red color (#FF0000)
  • Danger Zones: Semi-transparent red rectangles (#FF0000 with 50% opacity)
  • Any contact with hand = instant failure

Edit Mode Design

Edit mode allows players to customize level layouts and create their own heist challenges.

Editable Properties

Level Configuration

  • Thief Position: X and Y coordinates (constrained to left 200px of screen)
  • Target Position: X and Y coordinates (constrained to right 200px of screen)
  • Valuable Position: X and Y offset relative to target

Obstacles (Walls)

  • Add/Remove: Click to place new wall segments or delete existing ones
  • Position: Drag to move wall segments
  • Size: Resize width and height (minimum 50px, maximum 300px)
  • Limit: Maximum 8 wall segments per level

Hazards

  • Add/Remove: Click to place spikes or danger zones
  • Position: Drag to move hazards
  • Size: Resize danger zones (spikes have fixed size)
  • Type: Toggle between spike and danger zone
  • Limit: Maximum 6 hazards per level
Constraints
  • Minimum Path: System validates that a valid path exists from thief to valuable
  • No Overlap: Hazards cannot overlap with thief or target starting positions
  • Screen Bounds: All elements must stay within the 720×1280 viewport
  • Spacing: Minimum 30px gap between thief/target and nearest hazard
Edit Mode UI
  • Mode Toggle: Button in top-right to switch between Edit and Play modes
  • Tool Palette: Bottom toolbar with options:
    • Add Wall
    • Add Spike
    • Add Danger Zone
    • Delete (tap element to remove)
  • Property Panel: When element selected, show position and size sliders
  • Test Button: Quick switch to Play mode to test the level

Control Design

Elastic Thief uses a simple drag-based control scheme optimized for touch but also supporting mouse input.

Mobile Controls (Primary)

Hand Dragging

  • Touch Start: Tap and hold on the thief's hand (circular control point)
  • Touch Move: Drag finger to move the hand position
    • Elastic arm stretches from thief's shoulder to finger position
    • Arm curves around obstacles using physics simulation
    • Visual feedback shows arm tension (line thickness or color intensity)
  • Touch End: Release finger to retract the arm back to thief
    • If hand is touching valuable: Level complete!
    • If hand is touching hazard: Level failed!
    • Otherwise: Arm snaps back to starting position

Touch Interaction

  • Hand has a large touch target (96×96 pixel area) for easy grabbing
  • Finger position directly controls hand position (1:1 mapping)
  • No virtual joysticks needed - direct manipulation only
Desktop Controls (Secondary)

Mouse Dragging

  • Click and Hold: Click on the thief's hand to grab it
  • Mouse Move: Drag mouse to move the hand position
    • Same elastic arm behavior as touch
    • Cursor changes to "grabbing" when holding hand
  • Release: Release mouse button to retract arm
    • Same win/lose detection as touch

Keyboard (Optional Enhancement)

  • R Key: Restart current level
  • Escape: Return to level select (future feature)
Control Feedback

Visual Feedback

  • Hand Highlight: Hand glows or pulses when ready to grab
  • Arm Tension: Line color shifts from green (relaxed) to yellow (stretched) to red (maximum stretch)
  • Collision Preview: Arm segments turn red when touching hazards (before release)
  • Success Glow: Valuable item glows brighter when hand is near

Haptic Feedback (Mobile)

  • Light vibration when hand touches hazard (warning)
  • Success vibration pattern when completing level
Control Constraints
  • Maximum Stretch: Arm can only stretch to a maximum length (e.g., 800px) before becoming too tense
  • Minimum Retraction: Hand cannot be placed closer than 50px to thief's body
  • Smooth Physics: Arm uses smooth spring physics for natural movement and curves

Art Style and Visual Theme

Overall Style

Minimalist Stick Figure Aesthetic - Clean, simple, and immediately readable. The game uses a "blueprint heist" visual theme with stick figures planning and executing robberies on a clean, uncluttered canvas.

Color Palette
  • Background: Light gray or off-white (#F5F5F5) for clean canvas feel
  • Thief: Black stick figure (#000000) with white outline for visibility
  • Target: Black stick figure (#000000) similar to thief
  • Valuable: Bright gold/yellow (#FFD700) with white sparkle effects
  • Obstacles: Dark gray (#333333) solid fills
  • Hazards: Bright red (#FF0000) for danger
  • Elastic Arm: Dynamic color - green (#00FF00) to yellow (#FFFF00) to red (#FF0000) based on tension
Asset Approach

Code-Rendered Elements (CSS/Canvas)

  • Stick figure bodies (simple lines and circles)
  • Elastic arm (dynamic line with curve physics)
  • Obstacles (rectangular barriers)
  • Danger zones (semi-transparent rectangles)
  • UI elements (buttons, text)

Generated Assets (Images)

  • Thief hand (circular control point with detail)
  • Valuable items (diamond, jewel with sparkle)
  • Spike hazards (triangular danger elements)
  • Background elements (subtle texture or pattern)
  • Success/failure overlay graphics
Visual Consistency
  • All stick figures use same line weight (4px)
  • All interactive elements have subtle drop shadows for depth
  • Consistent corner radius (8px) for UI elements
  • Smooth animations (0.3s ease-in-out) for all transitions
Scale and Proportions
  • Stick figures: ~120px tall
  • Hand control point: 40px diameter (96px touch target)
  • Obstacles: Variable size (50-300px)
  • Spikes: 30px base, 40px height
  • Valuable items: 50×50px
Mood and Atmosphere
  • Playful: Cartoon-like stick figures with expressive poses
  • Clean: Minimal clutter, focus on gameplay elements
  • Tense: Red hazards create sense of danger
  • Satisfying: Smooth physics and clear visual feedback