← Back

Stickman StealAI · Claude 3.5

Game information

Guide a clever stickman thief through puzzles to outsmart guards and steal the loot!

TypeStealth Puzzle
ResolutionResponsive
OrientationPortrait
PlatformsPC Web / H5 Mobile
StoragelocalStorage
Authorlsk
Date2026-07-08

AI generation prompt

Copy this prompt to study or reproduce the game.

Core Game Loop and Mechanics

Stickman Steal is a physics-based puzzle game where players help a stickman thief navigate through increasingly challenging scenarios to steal valuable items while avoiding detection by guards.

Moment-to-Moment Gameplay
  • Players observe a single-screen level showing the thief, target loot, guards, and interactive objects
  • Players tap/click on interactive objects in the environment to trigger actions (pull levers, pop balloons, push objects, etc.)
  • Each interaction causes a chain reaction using physics (objects fall, roll, bounce)
  • The goal is to create the right sequence of interactions to distract guards and clear a path to the loot
  • The thief automatically moves to grab the loot once the path is safe
  • Guards have vision cones and patrol patterns - if they spot the thief, the level fails
Progression and Engagement
  • 20 levels with increasing complexity
  • Early levels teach basic mechanics (1-2 interactive objects)
  • Later levels require multi-step solutions and precise timing
  • Each level introduces new interactive elements (balloons, boxes, seesaws, dominoes, etc.)
  • Star rating system (1-3 stars based on moves used and time taken)
  • Unlock levels sequentially - must complete a level to unlock the next
Win/Lose Conditions

Win: Thief successfully reaches and grabs the loot without being spotted Lose: Guard spots the thief (enters vision cone) OR thief gets hit by falling object

What Makes It Compelling
  • Satisfying "aha!" moments when discovering the solution
  • Humorous animations (thief celebrating, guards confused, slapstick failures)
  • Physics-based interactions feel dynamic and unpredictable
  • Quick retry - failed attempts restart instantly
  • Short levels perfect for mobile play sessions
  • Creative problem-solving with multiple possible solutions

Starting Scope

For the initial implementation, we'll create a polished 5-level prototype that demonstrates all core mechanics:

Implement First:

  • Core physics engine (gravity, collisions, momentum)
  • 5 complete levels (tutorial through intermediate difficulty)
  • Essential interactive objects: balloon (floats up), box (pushes/falls), lever (triggers events)
  • Guard AI with vision cones and simple patrol
  • Thief character with idle, walking, celebrating, and caught animations
  • Level complete screen with star rating (based on moves)
  • Level select screen showing progress
  • Touch/click controls for interacting with objects
  • Sound effects for interactions and outcomes
  • Background music

Add in Future Iterations:

  • Remaining 15 levels (levels 6-20)
  • Additional interactive objects (seesaws, dominoes, trampolines, magnets, etc.)
  • More complex guard behaviors (multiple guards, faster patrols)
  • Hint system
  • Time-based challenges
  • Edit mode for custom levels

Game Perspective

Fixed-screen perspective with side-view presentation. Each level is a single screen showing the entire puzzle layout - no scrolling required. This allows players to see all elements and plan their solution before acting.

The camera is positioned to show:

  • Ground level where the thief and guards stand
  • Background elements (buildings, landmarks) for visual context
  • Interactive objects positioned throughout the scene
  • Clear visual hierarchy (foreground = interactive, background = decorative)

Game World and Level Design

Visual Setting

The game takes place in various urban locations around the world, with each level featuring iconic landmarks and city elements:

  • Paris (Eiffel Tower)
  • New York (skyscrapers, fire hydrants)
  • London (Big Ben, phone booths)
  • Tokyo (neon signs, cherry blossoms)
  • Each level has a distinct background but maintains consistent ground plane
Level Structure

Each level consists of:

  • Ground plane: Flat surface where characters stand (beige/tan sidewalk)
  • Background layer: Iconic landmark or building (non-interactive, for atmosphere)
  • Interactive objects: Positioned at various heights and locations
  • Starting positions: Thief on left side, loot on right side (typically)
  • Guards: 1-3 guards with patrol routes or stationary positions
First 5 Levels Design

Level 1 - Tutorial: "Easy Grab"

  • Location: Paris street with Eiffel Tower in background
  • Thief on far left, briefcase on far right
  • One guard in center, facing right (away from thief)
  • One balloon tied to ground between guard and loot
  • Solution: Pop balloon - it floats up and distracts guard (looks up), thief runs to loot
  • Teaches: Basic interaction, guard vision mechanics

Level 2 - "Box Drop"

  • Location: Paris street
  • Thief on left, briefcase on right
  • One guard facing left (toward thief)
  • Box on elevated platform above guard
  • Lever on left side
  • Solution: Pull lever to drop box on guard (knocks him out), thief proceeds
  • Teaches: Lever mechanics, using objects as weapons

Level 3 - "Balloon Ride"

  • Location: New York street with skyscraper background
  • Thief on ground level left, briefcase on elevated platform right
  • Guard patrolling ground level
  • Balloon on ground near thief, box on platform
  • Solution: Pop balloon so it floats up, push box off platform to distract guard below, thief climbs up
  • Teaches: Timing, multi-step solutions

Level 4 - "Double Trouble"

  • Location: London street with Big Ben
  • Thief on left, briefcase on right
  • Two guards: one facing right (center), one facing left (near loot)
  • Two balloons at different heights, one box
  • Solution: Pop lower balloon to distract first guard, push box to roll and hit second guard's feet (he looks down), thief sneaks through
  • Teaches: Multiple guards, sequencing

Level 5 - "Chain Reaction"

  • Location: Tokyo street with neon signs
  • Thief on left, briefcase on elevated right
  • Two guards patrolling in opposite directions
  • Three boxes stacked, lever, balloon
  • Solution: Pull lever to topple box stack (domino effect), boxes roll and distract both guards, pop balloon to create secondary distraction, thief advances
  • Teaches: Complex chains, timing precision
Level Progression Philosophy (Levels 6-20)
  • Introduce new mechanics every 3-4 levels
  • Increase number of guards and interactive objects
  • Add environmental hazards (falling objects that can hit thief)
  • Create levels requiring precise timing and order of operations
  • Final levels (18-20) combine all mechanics for maximum challenge

Edit Mode Design

Edit mode allows players to customize level parameters and create variations without breaking core gameplay.

Editable Properties

Visual Customization:

  • Thief appearance: Choose hat style (beret, top hat, baseball cap, beanie, none)
  • Thief color: Select primary color for thief's outfit (black, blue, red, green, purple)
  • Guard appearance: Choose guard hat style (police cap, security cap, fedora, none)
  • Guard color: Select guard uniform color (blue, brown, black, gray)
  • Background landmark: Select from available landmarks (Eiffel Tower, Big Ben, Statue of Liberty, Tokyo Tower, etc.)
  • Ground color: Choose sidewalk color (beige, gray, brown, red brick)

Gameplay Parameters:

  • Guard vision range: Adjust how far guards can see (50-150 pixels)
  • Guard patrol speed: Adjust guard movement speed (slow, medium, fast)
  • Star thresholds: Adjust number of moves required for 3/2/1 stars
  • Physics gravity: Adjust gravity strength (affects falling speed)

Level Content (Simple Adjustments):

  • Number of guards: Add/remove guards (1-3 maximum)
  • Guard starting positions: Drag guards to new positions
  • Guard facing direction: Toggle left/right
  • Interactive object positions: Drag objects to new locations
  • Loot position: Move briefcase location
Constraints
  • Minimum 1 guard, maximum 3 guards per level
  • Guards must be placed on ground plane (not floating)
  • At least one interactive object must be present
  • Loot must be reachable by thief
  • Vision range: 50-150 pixels (prevents impossible or trivial levels)
  • Patrol speed: 0.5x to 2x normal speed
  • Cannot remove core objects (thief, loot, at least 1 interactive object)
Edit Mode Interface
  • Edit button in level select screen and pause menu
  • Property panel slides in from right side showing all editable options
  • Visual feedback: Selected objects highlight, drag handles appear
  • Preview mode: Test changes without saving
  • Reset button: Restore level to default configuration
  • Save button: Commit changes to gameConfig

Control Design

Mobile Controls (Touch)

Primary Interaction: Tap to interact with objects

  • Tap any interactive object (balloon, lever, box) to trigger its action
  • Visual feedback: Object briefly scales up when tapped
  • Tap "Restart" button (top-left) to retry level
  • Tap "Menu" button (top-right) to pause
  • Tap "Next Level" button on victory screen

No Movement Controls: The thief moves automatically once the path is clear - players only interact with puzzle elements

Desktop Controls (Mouse + Keyboard)

Primary Interaction: Click to interact with objects

  • Click any interactive object to trigger its action
  • Visual feedback: Object highlights on hover, scales on click
  • Press R key to restart level quickly
  • Press ESC key to pause/menu
  • Click "Next Level" button on victory screen

No Keyboard Movement: Consistent with mobile - thief moves automatically

Interaction Feedback
  • Hover state (desktop only): Cursor changes to pointer, object glows slightly
  • Tap/Click state: Object scales to 1.1x briefly, plays sound effect
  • Disabled state: Objects that have already been used become semi-transparent and non-interactive
  • Guard vision cones: Visible as semi-transparent colored overlay showing detection range
UI Controls
  • Level Select: Tap/click level cards to start
  • Pause Menu: Tap/click buttons for Resume, Restart, Level Select, Edit Mode
  • Victory Screen: Shows stars earned, tap/click Next Level or Retry

Art Style and Visual Theme

Overall Art Style

Cartoon stick figure style inspired by the reference images - simple, expressive, and humorous. The art should feel hand-drawn and playful, with clean lines and bold colors.

Key Characteristics:

  • Stick figure characters with personality (expressive faces, dynamic poses)
  • Simple geometric shapes for objects (circles, rectangles, triangles)
  • Flat colors with subtle shading
  • Thick black outlines (3-4px) for all objects
  • Minimal detail - focus on clarity and readability
  • Slightly wobbly/imperfect lines to maintain hand-drawn feel
Color Palette

Characters:

  • Thief: Black body with white face, various hat colors (blue beret, black top hat, etc.)
  • Guards: Dark blue or brown uniforms, white faces, sunglasses
  • Skin tone: Simple white/cream for faces

Environment:

  • Ground: Beige/tan sidewalk (#D4B896)
  • Sky: Light blue gradient (#87CEEB to #B0E0E6)
  • Landmarks: Realistic colors (Eiffel Tower = golden brown, Big Ben = tan/gold)
  • Interactive objects: Bright, saturated colors (red balloons, brown boxes, silver levers)

UI:

  • Buttons: Warm brown/tan (#8B6F47) with cream text
  • Highlights: Bright yellow (#FFD700) for stars and success
  • Danger: Red (#DC143C) for guard vision cones and failure states
Asset Sizes and Scale

Character Scale:

  • Thief: ~80px tall (stick figure proportions)
  • Guards: ~90px tall (slightly larger to feel imposing)
  • Head diameter: ~24px for both

Object Scale:

  • Balloon: ~40px diameter
  • Box: ~50x50px
  • Briefcase/Loot: ~45x30px
  • Lever: ~60px tall
  • Fire hydrant: ~50px tall

Environment Scale:

  • Ground plane: Full width (720px), ~200px tall
  • Landmarks: Background scale, ~300-400px tall
  • Vision cone: 100px radius (default)
Viewing Angle

Side view for all characters and objects - classic 2D platformer perspective. All assets should be drawn from a straight-on side angle for consistency.

Exceptions:

  • Balloons: Slight 3/4 view to show roundness
  • Briefcase: Slight angle to show depth
  • Background landmarks: Can have slight perspective for visual interest
Animation Style

Characters should have simple but expressive animations:

  • Thief idle: Slight breathing motion, looking around nervously
  • Thief walking: Classic stick figure walk cycle (4 frames)
  • Thief celebrating: Jumps with arms up, big smile
  • Thief caught: Hands up in surrender, worried expression
  • Guard idle: Standing alert, slight head turn
  • Guard patrol: Marching walk cycle
  • Guard alerted: Exclamation mark appears, turns toward thief
Visual Effects
  • Balloon pop: Small burst of confetti-like particles
  • Box impact: Small dust cloud on landing
  • Star collection: Stars sparkle and scale up
  • Vision cone: Pulsing semi-transparent cone (red when thief detected, yellow normally)
  • Success: Confetti burst, screen flash
Asset Generation vs Code Rendering

Generate as Image Assets:

  • Thief character (multiple poses: idle, walking, celebrating, caught)
  • Guard character (multiple poses: idle, patrolling, alerted)
  • Briefcase/loot
  • Balloon (inflated)
  • Box
  • Lever (up and down positions)
  • Fire hydrant
  • Background landmarks (Eiffel Tower, Big Ben, etc.)
  • UI elements (buttons, star icons, level cards)

Render with Code (Canvas/CSS):

  • Vision cones (semi-transparent triangles)
  • Ground plane (solid color rectangle)
  • Sky gradient (CSS background)
  • Particle effects (confetti, dust)
  • UI overlays (pause menu, victory screen backgrounds)
  • Star rating display (can use generated star icon)
  • Level numbers and text